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Editing Consolidated development

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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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=Short-Term Arcs=
  
=Arcs=
 
  
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such, the status of completeness can't be determined that easily.
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{| class="wikitable"
 
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{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
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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|-
 
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! style="background:#efefef;width:20%;"|Arc
==Short-Term Arcs==
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! style="background:#efefef;width:40%;"|Description
 +
! style="background:#efefef;width:40%;"|Requirements
 +
|-valign="top"
  
{| class="wikitable" valign="top"
 
|- style="background:#EFEFEF"
 
! style="width:20%"|Arc
 
! style="width:40%"|Description
 
! style="width:40%"|Requirements
 
 
|-
 
|-
 
| BUSTLING TOWN ARC
 
| BUSTLING TOWN ARC
 
| The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting.
 
| The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting.
| [[#Core41|Core41]], [[#Core42|Core42]], [[#Core43|Core43]], [[#Req148|Req148]], [[#Req162|Req162]], [[#Req249|Req249]], [[#Req261|Req261]], [[#Req344|Req344]], [[#Req348|Req348]], [[#Req369|Req369]], [[#Req379|Req379]], [[#Req408|Req408]], [[#Req415|Req415]], [[#Req471|Req471]], [[#Req477|Req477]], [[#Req588|Req588]], [[#Bloat165|Bloat165]], [[#Bloat188|Bloat188]], [[#Bloat203|Bloat203]], [[#Bloat204|Bloat204]], [[#Bloat210|Bloat210]], [[#Bloat233|Bloat233]], [[#Bloat242|Bloat242]], [[#Bloat243|Bloat243]], [[#Bloat266|Bloat266]], [[#Bloat267|Bloat267]], [[#Bloat373|Bloat373]], [[#Bloat378|Bloat378]], [[#Bloat381|Bloat381]], [[#Bloat382|Bloat382]], [[#PowerGoal 34|PowerGoal34]], [[#PowerGoal 36|PowerGoal36]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 48|PowerGoal48]], [[#PowerGoal 55|PowerGoal55]], [[#PowerGoal 67|PowerGoal67]], [[#PowerGoal 73|PowerGoal73]], [[#PowerGoal 74|PowerGoal74]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 131|PowerGoal131]], [[#PowerGoal 137|PowerGoal137]] and [[#PowerGoal 148|PowerGoal148]].
+
| Core41, Core42, Core43, Req148, Req162, Req249, Req261, Req344, Req348, Req369, Req379, Req408, Req415, Req471, Req477, Req588, Bloat165, Bloat188, Bloat203, Bloat204, Bloat210, Bloat233, Bloat242, Bloat243, Bloat266, Bloat267, Bloat373, Bloat378, Bloat381, Bloat382, PowerGoal34, PowerGoal36, PowerGoal41, PowerGoal48, PowerGoal55, PowerGoal67, PowerGoal73, PowerGoal74, PowerGoal82, PowerGoal91, PowerGoal131, PowerGoal137 and PowerGoal148.
 
|-
 
|-
 
| FIRE AND LIGHTING ARC  
 
| FIRE AND LIGHTING ARC  
 
|  The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways.
 
|  The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways.
| [[#Core14|Core14]], [[#Core55|Core55]], [[#Req96|Req96]] and [[#PowerGoal 150|PowerGoal150]].
+
| Core14, Core55, Req96 and PowerGoal150.
 
|-
 
|-
 
|  BURROWS, TRANSPORTION AND AUTOMATION ARC
 
|  BURROWS, TRANSPORTION AND AUTOMATION ARC
 
|  Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example.
 
|  Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example.
| [[#Core36|Core36]], [[#Core56|Core56]], [[#Core57|Core57]], [[#Req1|Req1]], [[#Req2|Req2]], [[#Req18|Req18]], [[#Req22|Req22]], [[#Req24|Req24]], [[#Req27|Req27]], [[#Req28|Req28]], [[#Req38|Req38]], [[#Req41|Req41]], [[#Req46|Req46]], [[#Req47|Req47]], [[#Req67|Req67]], [[#Req74|Req74]], [[#Req82|Req82]], [[#Req83|Req83]], [[#Req86|Req86]], [[#Req90|Req90]], [[#Req112|Req112]], [[#Req128|Req128]], [[#Req129|Req129]], [[#Req140|Req140]], [[#Req146|Req146]], [[#Req162|Req162]], [[#Req197|Req197]], [[#Req273|Req273]], [[#Req287|Req287]], [[#Req349|Req349]], [[#Req384|Req384]], [[#Req385|Req385]], [[#Req392|Req392]], [[#Req393|Req393]], [[#Req400|Req400]], [[#Req404|Req404]], [[#Req409|Req409]], [[#Req410|Req410]], [[#Req413|Req413]], [[#Req422|Req422]], [[#Req424|Req424]], [[#Req428|Req428]], [[#Req429|Req429]], [[#Req435|Req435]], [[#Req436|Req436]], [[#Req437|Req437]], [[#Req439|Req439]], [[#Req450|Req450]], [[#Req482|Req482]], [[#Req528|Req528]], [[#Req533|Req533]], [[#Req534|Req534]], [[#Req544|Req544]], [[#Req558|Req558]], [[#Req560|Req560]], [[#Req572|Req572]], [[#Req584|Req584]], [[#Bloat6|Bloat6]], [[#Bloat10|Bloat10]], [[#Bloat19|Bloat19]], [[#Bloat28|Bloat28]], [[#Bloat30|Bloat30]], [[#Bloat32|Bloat32]], [[#Bloat54|Bloat54]], [[#Bloat59|Bloat59]], [[#Bloat60|Bloat60]], [[#Bloat83|Bloat83]], [[#Bloat218|Bloat218]], [[#Bloat253|Bloat253]], [[#Bloat281|Bloat281]], [[#Bloat308|Bloat308]] and [[#Bloat313|Bloat313]].
+
| Core36, Core56, Core57, Req1, Req2, Req18, Req22, Req24, Req27, Req28, Req38, Req41, Req46, Req47, Req67, Req74, Req82, Req83, Req86, Req90, Req112, Req128, Req129, Req140, Req146, Req162, Req197, Req273, Req287, Req349, Req384, Req385, Req392, Req393, Req400, Req404, Req409, Req410, Req413, Req422, Req424, Req428, Req429, Req435, Req436, Req437, Req439, Req450, Req482, Req528, Req533, Req534, Req544, Req558, Req560, Req572, Req584, Bloat6, Bloat10, Bloat19, Bloat28, Bloat30, Bloat32, Bloat54, Bloat59, Bloat60, Bloat83, Bloat218, Bloat253, Bloat281, Bloat308 and Bloat313.
 
|-
 
|-
 
|  ADVANCED HELP ARC   
 
|  ADVANCED HELP ARC   
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help with this, as well as decent in-game help.
+
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help.
[[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
+
|  Core19, Core22 and Core58.
 
|-
 
|-
 
|  CARAVAN ARC   
 
|  CARAVAN ARC   
 
|  As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.
 
|  As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.
[[#Core3|Core3]], [[#Core38|Core38]], [[#Core81|Core81]], [[#Req21|Req21]], [[#Req132|Req132]], [[#Req133|Req133]], [[#Req175|Req175]], [[#Req204|Req204]], [[#Req218|Req218]], [[#Req220|Req220]], [[#Req260|Req260]], [[#Req279|Req279]], [[#Req364|Req364]], [[#Req463|Req463]], [[#Req516|Req516]], [[#Req555|Req555]], [[#Bloat155|Bloat155]], [[#Bloat263|Bloat263]], [[#Bloat267|Bloat267]], [[#PowerGoal 24|PowerGoal24]], [[#PowerGoal 33|PowerGoal33]], [[#PowerGoal 56|PowerGoal56]] and [[#PowerGoal 148|PowerGoal148]].
+
|  Core3, Core38, Core81, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 and PowerGoal148.
 
|-
 
|-
 
|  COUNTY ARC  
 
|  COUNTY ARC  
 
| You should be able to develop a larger settlement outside the confines of the immediate play area.  
 
| You should be able to develop a larger settlement outside the confines of the immediate play area.  
| [[#Core28|Core28]], [[#Core29|Core29]] and [[#PowerGoal 53|PowerGoal53]].
+
| Core28, Core29 and PowerGoal53.
 
|-
 
|-
 
|    ARMY ARC  
 
|    ARMY ARC  
 
| You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc.  
 
| You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc.  
| [[#Core26|Core26]], [[#Core27|Core27]], [[#Core35|Core35]], [[#Core45|Core45]], [[#Core46|Core46]], [[#Req18|Req18]], [[#Req29|Req29]], [[#Req61|Req61]], [[#Req71|Req71]], [[#Req81|Req81]], [[#Req125|Req125]], [[#Req126|Req126]], [[#Req221|Req221]], [[#Req273|Req273]], [[#Req301|Req301]], [[#Req371|Req371]], [[#Req398|Req398]], [[#Req414|Req414]], [[#Req417|Req417]], [[#Req427|Req427]], [[#Req444|Req444]], [[#Req449|Req449]], [[#Req475|Req475]], [[#Req478|Req478]], [[#Req496|Req496]], [[#Req503|Req503]], [[#Req545|Req545]], [[#Req571|Req571]], [[#Bloat44|Bloat44]], [[#Bloat117|Bloat117]], [[#Bloat130|Bloat130]], [[#Bloat131|Bloat131]], [[#Bloat175|Bloat175]], [[#Bloat289|Bloat289]], [[#PowerGoal 1|PowerGoal1]], [[#PowerGoal 2|PowerGoal2]], [[#PowerGoal 3|PowerGoal3]], [[#PowerGoal 4|PowerGoal4]], [[#PowerGoal 5|PowerGoal5]], [[#PowerGoal 6|PowerGoal6]], [[#PowerGoal 7|PowerGoal7]], [[#PowerGoal 8|PowerGoal8]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 17|PowerGoal17]], [[#PowerGoal 40|PowerGoal40]], [[#PowerGoal 59|PowerGoal59]], [[#PowerGoal 70|PowerGoal70]], [[#PowerGoal 71|PowerGoal71]], [[#PowerGoal 76|PowerGoal76]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 119|PowerGoal119]], [[#PowerGoal 127|PowerGoal127]], [[#PowerGoal 130|PowerGoal130]], [[#PowerGoal 138|PowerGoal138]], [[#PowerGoal 140|PowerGoal140]], [[#PowerGoal 141|PowerGoal141]], [[#PowerGoal 142|PowerGoal142]], [[#PowerGoal 143|PowerGoal143]], [[#PowerGoal 144|PowerGoal144]] and [[#PowerGoal 147|PowerGoal147]].
+
| Core26, Core27, Core35, Core45, Core46, Req18, Req29, Req61, Req71, Req81, Req125, Req126, Req221, Req273, Req301, Req371, Req398, Req414, Req417, Req427, Req444, Req449, Req475, Req478, Req496, Req503, Req545, Req571, Bloat44, Bloat117, Bloat130, Bloat131, Bloat175, Bloat289, PowerGoal1, PowerGoal2, PowerGoal3, PowerGoal4, PowerGoal5, PowerGoal6, PowerGoal7, PowerGoal8, PowerGoal11, PowerGoal17, PowerGoal40, PowerGoal59, PowerGoal70, PowerGoal71, PowerGoal76, PowerGoal92, PowerGoal98, PowerGoal119, PowerGoal127, PowerGoal130, PowerGoal138, PowerGoal140, PowerGoal141, PowerGoal142, PowerGoal143, PowerGoal144 and PowerGoal147.
 
|-
 
|-
 
|  NEMESIS ARC  
 
|  NEMESIS ARC  
 
| The civilization leaders should be fleshed out in many ways.  
 
| The civilization leaders should be fleshed out in many ways.  
| [[#Core11|Core11]], [[#Core15|Core15]], [[#Core40|Core40]], [[#Req161|Req161]], [[#Req277|Req277]], [[#Bloat48|Bloat48]], [[#Bloat68|Bloat68]], [[#Bloat176|Bloat176]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 101|PowerGoal101]], [[#PowerGoal 102|PowerGoal102]] and [[#PowerGoal 122|PowerGoal122]].
+
| Core11, Core15, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 and PowerGoal122.
 
|-
 
|-
 
|  RELATIONSHIPS ARC  
 
|  RELATIONSHIPS ARC  
 
| You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon.  
 
| You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon.  
| [[#Core59|Core59]], [[#Core60|Core60]], [[#Bloat51|Bloat51]], [[#Bloat93|Bloat93]], [[#Bloat95|Bloat95]], [[#Bloat105|Bloat105]], [[#Bloat123|Bloat123]], [[#Bloat374|Bloat374]], [[#Bloat375|Bloat375]], [[#Bloat380|Bloat380]], [[#PowerGoal 20|PowerGoal20]], [[#PowerGoal 21|PowerGoal21]], [[#PowerGoal 109|PowerGoal109]] and [[#PowerGoal 119|PowerGoal119]].
+
| Core59, Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119.
 
|-
 
|-
 
|  DIPLOMACY ARC  
 
|  DIPLOMACY ARC  
 
|  There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything.  
 
|  There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything.  
| [[#Core33|Core33]], [[#Core62|Core62]], [[#Core63|Core63]], [[#Req174|Req174]], [[#Req177|Req177]], [[#Req291|Req291]], [[#Req451|Req451]], [[#Req527|Req527]], [[#Req542|Req542]], [[#Req543|Req543]], [[#Bloat31|Bloat31]], [[#Bloat72|Bloat72]], [[#Bloat73|Bloat73]], [[#PowerGoal 10|PowerGoal10]], [[#PowerGoal 98|PowerGoal98]] and [[#PowerGoal 101|PowerGoal101]].
+
| Core33, Core62, Core63, Req174, Req177, Req291, Req451, Req527, Req542, Req543, Bloat31, Bloat72, Bloat73, PowerGoal10, PowerGoal98 and PowerGoal101.
 
|-
 
|-
 
|  GHOSTS ARC   
 
|  GHOSTS ARC   
 
| When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.).  
 
| When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.).  
| [[#Core67|Core67]], [[#Core68|Core68]], [[#Core69|Core69]], [[#Core70|Core70]], [[#Bloat21|Bloat21]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 92|PowerGoal92]] and [[#PowerGoal 107|PowerGoal107]].
+
| Core67, Core68, Core69, Core70, Bloat21, PowerGoal11, PowerGoal92 and PowerGoal107.
 
|-
 
|-
 
|  AFFILIATION ARC  
 
|  AFFILIATION ARC  
 
|  You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful.  
 
|  You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful.  
| [[#Core64|Core64]], [[#Core65|Core65]], [[#Core71|Core71]], [[#Req586|Req586]], [[#Req587|Req587]], [[#Bloat163|Bloat163]], [[#PowerGoal 12|PowerGoal12]], [[#PowerGoal 19|PowerGoal19]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 37|PowerGoal37]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 42|PowerGoal42]], [[#PowerGoal 44|PowerGoal44]], [[#PowerGoal 48|PowerGoal48]] and [[#PowerGoal 54|PowerGoal54]].
+
| Core64, Core65, Core71, Req586, Req587, Bloat163, PowerGoal12, PowerGoal19, PowerGoal27, PowerGoal37, PowerGoal41, PowerGoal42, PowerGoal44, PowerGoal48 and PowerGoal54.
 
|-
 
|-
 
|  COMBAT ARC  
 
|  COMBAT ARC  
 
| Many more combat skills and more attributes, etc.  
 
| Many more combat skills and more attributes, etc.  
| [[#Core72|Core72]], [[#Core73|Core73]], [[#Core74|Core74]], [[#Req45|Req45]], [[#Req54|Req54]], [[#Req85|Req85]], [[#Req92|Req92]], [[#Req104|Req104]], [[#Req149|Req149]], [[#Req164|Req164]], [[#Req171|Req171]], [[#Req183|Req183]], [[#Req188|Req188]], [[#Req192|Req192]], [[#Req198|Req198]], [[#Req199|Req199]], [[#Req200|Req200]], [[#Req206|Req206]], [[#Req224|Req224]], [[#Req230|Req230]], [[#Req233|Req233]], [[#Req234|Req234]], [[#Req290|Req290]], [[#Req315|Req315]], [[#Req330|Req330]], [[#Req331|Req331]], [[#Req340|Req340]], [[#Req352|Req352]], [[#Req403|Req403]], [[#Req466|Req466]], [[#Req532|Req532]], [[#Req568|Req568]], [[#Req575|Req575]], [[#Bloat15|Bloat15]], [[#Bloat55|Bloat55]], [[#Bloat76|Bloat76]], [[#Bloat102|Bloat102]], [[#Bloat127|Bloat127]], [[#Bloat135|Bloat135]], [[#Bloat136|Bloat136]], [[#Bloat137|Bloat137]], [[#Bloat138|Bloat138]], [[#Bloat139|Bloat139]], [[#Bloat141|Bloat141]], [[#Bloat142|Bloat142]], [[#Bloat162|Bloat162]], [[#Bloat222|Bloat222]], [[#Bloat254|Bloat254]], [[#Bloat271|Bloat271]], [[#PowerGoal 28|PowerGoal28]], [[#PowerGoal 29|PowerGoal29]], [[#PowerGoal 61|PowerGoal61]], [[#PowerGoal 63|PowerGoal63]], [[#PowerGoal 77|PowerGoal77]], [[#PowerGoal 79|PowerGoal79]], [[#PowerGoal 89|PowerGoal89]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 93|PowerGoal93]], [[#PowerGoal 94|PowerGoal94]], [[#PowerGoal 96|PowerGoal96]], [[#PowerGoal 103|PowerGoal103]] and [[#PowerGoal 150|PowerGoal150]].
+
| Core72, Core73, Core74, Req45, Req54, Req85, Req92, Req104, Req149, Req164, Req171, Req183, Req188, Req192, Req198, Req199, Req200, Req206, Req224, Req230, Req233, Req234, Req290, Req315, Req330, Req331, Req340, Req352, Req403, Req466, Req532, Req568, Req575, Bloat15, Bloat55, Bloat76, Bloat102, Bloat127, Bloat135, Bloat136, Bloat137, Bloat138, Bloat139, Bloat141, Bloat142, Bloat162, Bloat222, Bloat254, Bloat271, PowerGoal28, PowerGoal29, PowerGoal61, PowerGoal63, PowerGoal77, PowerGoal79, PowerGoal89, PowerGoal90, PowerGoal93, PowerGoal94, PowerGoal96, PowerGoal103 and PowerGoal150.
 
|-
 
|-
 
|      SCENARIOS ARC  
 
|      SCENARIOS ARC  
 
| Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations.  
 
| Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations.  
| [[#Core75|Core75]], [[#Core76|Core76]], [[#Req214|Req214]], [[#Req317|Req317]], [[#Bloat26|Bloat26]] and [[#Bloat143|Bloat143]].
+
| Core75, Core76, Req214, Req317, Bloat26 and Bloat143.
 
|-
 
|-
 
|  LIFE CYCLE ARC
 
|  LIFE CYCLE ARC
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability unrelated to the actions of the player, so it has to be done carefully.  
+
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability un |the actions of the player, so it has to be done carefully.  
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
+
| Core77, Core78, Req317, Req441, Req489, Bloat115, Bloat193, Bloat194 and PowerGoal31.
 
|-
 
|-
 
|  ARTIFACT ARC   
 
|  ARTIFACT ARC   
 
| Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance.
 
| Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance.
| [[#Core79|Core79]], [[#Core80|Core80]], [[#Req395|Req395]], [[#Bloat49|Bloat49]], [[#Bloat173|Bloat173]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 60|PowerGoal60]], [[#PowerGoal 68|PowerGoal68]] and [[#PowerGoal 134|PowerGoal134]].
+
| Core79, Core80, Req395, Bloat49, Bloat173, PowerGoal13, PowerGoal60, PowerGoal68 and PowerGoal134.
 
|-
 
|-
 
|  CRIME AND PUNISHMENT ARC  
 
|  CRIME AND PUNISHMENT ARC  
 
| There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution...  
 
| There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution...  
| [[#Core82|Core82]], [[#Core83|Core83]], [[#Req303|Req303]], [[#Req327|Req327]], [[#Req366|Req366]], [[#Bloat53|Bloat53]], [[#Bloat75|Bloat75]], [[#Bloat143|Bloat143]], [[#PowerGoal 14|PowerGoal14]], [[#PowerGoal 22|PowerGoal22]], [[#PowerGoal 23|PowerGoal23]], [[#PowerGoal 25|PowerGoal25]], [[#PowerGoal 26|PowerGoal26]], [[#PowerGoal 38|PowerGoal38]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 66|PowerGoal66]], [[#PowerGoal 80|PowerGoal80]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 99|PowerGoal99]], [[#PowerGoal 124|PowerGoal124]], [[#PowerGoal 126|PowerGoal126]], [[#PowerGoal 136|PowerGoal136]] and [[#PowerGoal 146|PowerGoal146]].
+
| Core82, Core83, Req303, Req327, Req366, Bloat53, Bloat75, Bloat143, PowerGoal14, PowerGoal22, PowerGoal23, PowerGoal25, PowerGoal26, PowerGoal38, PowerGoal47, PowerGoal66, PowerGoal80, PowerGoal91, PowerGoal99, PowerGoal124, PowerGoal126, PowerGoal136 and PowerGoal146.
 
|-
 
|-
 
|  ADVENTURER SKILLS ARC   
 
|  ADVENTURER SKILLS ARC   
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills related to survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
+
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills |survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].
+
| Core84, Core85, Core86, Req32, Req34, Req99, Req107, Req168, Req236, Req302, Req327, Req491, Bloat160, Bloat317, Bloat380, PowerGoal9, PowerGoal15 and PowerGoal103.
 
|-
 
|-
 
|  ADVENTURER PARTIES AND ENTITY   
 
|  ADVENTURER PARTIES AND ENTITY   
| As an adventurer with followers, you should be able to make your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI.  
+
| As an adventurer with followers, you should can your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI.  
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].
+
| Core24, Core61, PowerGoal20 and PowerGoal135.
 
|-
 
|-
 
| DUNGEON ARC   
 
| DUNGEON ARC   
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in better with the world.
+
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world.
[[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].
+
|  Core89, Core90, Core91, Req8, Req80, Req107, Req148, Req232, Req284, Req324, Req375, Req426, Req476, Req479, Req504, Req576, Bloat17, Bloat23, Bloat169, Bloat172, Bloat189, Bloat190, Bloat241, Bloat383, PowerGoal13, PowerGoal27, PowerGoal32, PowerGoal49, PowerGoal50, PowerGoal51, PowerGoal52, PowerGoal62, PowerGoal100, PowerGoal111 and PowerGoal145.
 
|-
 
|-
 
|  HUMANOID ARC  
 
|  HUMANOID ARC  
 
|  Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings.  
 
|  Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings.  
| [[#Core87|Core87]], [[#Core88|Core88]], [[#Req148|Req148]], [[#Bloat206|Bloat206]] and [[#PowerGoal 129|PowerGoal129]].
+
| Core87, Core88, Req148, Bloat206 and PowerGoal129.
 
|-
 
|-
 
|  PRESENTATION ARC  
 
|  PRESENTATION ARC  
 
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations.  
 
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations.  
[[#Core21|Core21]], [[#Core50|Core50]], [[#Core51|Core51]], [[#Core52|Core52]], [[#Core54|Core54]], [[#Req37|Req37]], [[#Req43|Req43]], [[#Req79|Req79]], [[#Req142|Req142]], [[#Req152|Req152]], [[#Req179|Req179]], [[#Req180|Req180]], [[#Req207|Req207]], [[#Req218|Req218]], [[#Req258|Req258]], [[#Req306|Req306]], [[#Req314|Req314]], [[#Req320|Req320]], [[#Req328|Req328]], [[#Req332|Req332]], [[#Req338|Req338]], [[#Req381|Req381]], [[#Req382|Req382]], [[#Req383|Req383]], [[#Req386|Req386]], [[#Req387|Req387]], [[#Req388|Req388]], [[#Req390|Req390]], [[#Req401|Req401]], [[#Req402|Req402]], [[#Req411|Req411]], [[#Req421|Req421]], [[#Req430|Req430]], [[#Req432|Req432]], [[#Req434|Req434]], [[#Req443|Req443]], [[#Req460|Req460]], [[#Req483|Req483]], [[#Req513|Req513]], [[#Req520|Req520]], [[#Req531|Req531]], [[#Req546|Req546]], [[#Req547|Req547]], [[#Req548|Req548]], [[#Req550|Req550]], [[#Req556|Req556]], [[#Req558|Req558]], [[#Req559|Req559]], [[#Req560|Req560]], [[#Req564|Req564]], [[#Req566|Req566]], [[#Req570|Req570]], [[#Req585|Req585]], [[#Bloat52|Bloat52]], [[#Bloat106|Bloat106]], [[#Bloat107|Bloat107]], [[#Bloat108|Bloat108]], [[#Bloat118|Bloat118]], [[#Bloat153|Bloat153]], [[#Bloat199|Bloat199]], [[#Bloat268|Bloat268]], [[#Bloat303|Bloat303]], [[#Bloat307|Bloat307]], [[#Bloat311|Bloat311]], [[#Bloat354|Bloat354]], [[#Bloat355|Bloat355]], [[#Bloat358|Bloat358]], [[#Bloat361|Bloat361]], [[#Bloat364|Bloat364]], [[#Bloat368|Bloat368]] and [[#Bloat379|Bloat379]].
+
|  Core21, Core50, Core51, Core52, Core54, Req37, Req43, Req79, Req142, Req152, Req179, Req180, Req207, Req218, Req258, Req306, Req314, Req320, Req328, Req332, Req338, Req381, Req382, Req383, Req386, Req387, Req388, Req390, Req401, Req402, Req411, Req421, Req430, Req432, Req434, Req443, Req460, Req483, Req513, Req520, Req531, Req546, Req547, Req548, Req550, Req556, Req558, Req559, Req560, Req564, Req566, Req570, Req585, Bloat52, Bloat106, Bloat107, Bloat108, Bloat118, Bloat153, Bloat199, Bloat268, Bloat303, Bloat307, Bloat311, Bloat354, Bloat355, Bloat358, Bloat361, Bloat364, Bloat368 and Bloat379.
 
|-
 
|-
 
|  LANGUAGE ARC   
 
|  LANGUAGE ARC   
 
|  The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.
 
|  The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.
| [[#Core97|Core97]], [[#Core98|Core98]], [[#Core99|Core99]] and [[#Core100|Core100]].
+
| Core97, Core98, Core99 and Core100.
 
|-
 
|-
| RANDOMIZATION AND RAWS ARC
+
| RANDOMIZATION AND RAWS ARC |
 
| More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names.  
 
| More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names.  
| [[#Core53|Core53]], [[#Core92|Core92]], [[#Core93|Core93]], [[#Core94|Core94]], [[#Core95|Core95]] and [[#Core96|Core96]].
+
| Core53, Core92, Core93, Core94, Core95 and Core96.
 
|}
 
|}
 +
   
 +
Much later on
  
==Long-Term Arcs=
+
=Long-Term Arcs=
 +
       
 
      
 
      
{| class="wikitable" valign="top"
+
{| class="wikitable"
|- style="background:#EFEFEF"
+
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
! style="width:20%"|Arc
+
|-
! style="width:40%"|Description
+
! style="background:#efefef;width:20%;"|Arc
! style="width:40%"|Requirements
+
! style="background:#efefef;width:40%;"|Description
 +
! style="background:#efefef;width:40%;"|Requirements
 
|-
 
|-
 
| HIGH LEVEL PLOTS AND DIPLOMACY
 
| HIGH LEVEL PLOTS AND DIPLOMACY
 
| Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with.  
 
| Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with.  
| [[#Core30|Core30]], [[#Core33|Core33]], [[#Req131|Req131]], [[#PowerGoal 18|PowerGoal18]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 57|PowerGoal57]], [[#PowerGoal 65|PowerGoal65]], [[#PowerGoal 95|PowerGoal95]] and [[#PowerGoal 124|PowerGoal124]].
+
| Core30, Core33, Req131, PowerGoal18, PowerGoal47, PowerGoal57, PowerGoal65, PowerGoal95 and PowerGoal124.
|-  
+
|-  
 
| LATE GAME  
 
| LATE GAME  
 
| As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting.   
 
| As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting.   
| [[#Bloat149|Bloat149]].
+
| Bloat149.
 
|-
 
|-
 
| EARLY GAME  
 
| EARLY GAME  
 
| The Age of Myth in world generation should be playable.   
 
| The Age of Myth in world generation should be playable.   
| [[#Bloat148|Bloat148]].
+
| Bloat148.
 
|-
 
|-
 
| HUMAN TOWN  
 
| HUMAN TOWN  
 
| You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting.   
 
| You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting.   
|[[#Req469|Req469]] and [[#Bloat146|Bloat146]].
+
|Req469 and Bloat146.
 
|-
 
|-
 
| GOBLIN/KOBOLD/CAVER  
 
| GOBLIN/KOBOLD/CAVER  
Line 144: Line 144:
 
| ELF FOREST RETREAT  
 
| ELF FOREST RETREAT  
 
| Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal.   
 
| Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal.   
|[[#Bloat25|Bloat25]].
+
|Bloat25.
 
|-
 
|-
 
| MONSTER  
 
| MONSTER  
 
| Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self.   
 
| Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self.   
|[[#PowerGoal 60|PowerGoal60]].
+
|PowerGoal60.
 
|-
 
|-
 
| MERCHANT  
 
| MERCHANT  
 
| With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game.   
 
| With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game.   
|[[#PowerGoal 62|PowerGoal62]].
+
|PowerGoal62.
 
|-
 
|-
 
| MAGIC  
 
| MAGIC  
 
| There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.   
 
| There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.   
| [[#Bloat134|Bloat134]], [[#PowerGoal 58|PowerGoal58]], [[#PowerGoal 68|PowerGoal68]], [[#PowerGoal 84|PowerGoal84]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 97|PowerGoal97]], [[#PowerGoal 108|PowerGoal108]], [[#PowerGoal 122|PowerGoal122]] and [[#PowerGoal 128|PowerGoal128]].
+
| Bloat134, PowerGoal58, PowerGoal68, PowerGoal84, PowerGoal92, PowerGoal97, PowerGoal108, PowerGoal122 and PowerGoal128.
 
|-
 
|-
 
| CONTROL A WIZARD ENTITY  
 
| CONTROL A WIZARD ENTITY  
 
| Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes.   
 
| Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes.   
| [[#Bloat134|Bloat134]], [[#Bloat147|Bloat147]], [[#PowerGoal 58|PowerGoal58]] and [[#PowerGoal 60|PowerGoal60]].
+
| Bloat134, Bloat147, PowerGoal58 and PowerGoal60.
 
|-
 
|-
 
| DEITY  
 
| DEITY  
 
| Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography.   
 
| Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography.   
|[[#Bloat344|Bloat344]], [[#Bloat376|Bloat376]], [[#Bloat377|Bloat377]], [[#Bloat382|Bloat382]], [[#PowerGoal 64|PowerGoal64]], [[#PowerGoal 75|PowerGoal75]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 86|PowerGoal86]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 105|PowerGoal105]], [[#PowerGoal 109|PowerGoal109]], [[#PowerGoal 113|PowerGoal113]], [[#PowerGoal 118|PowerGoal118]], [[#PowerGoal 122|PowerGoal122]], [[#PowerGoal 125|PowerGoal125]], [[#PowerGoal 135|PowerGoal135]], [[#PowerGoal 139|PowerGoal139]], [[#PowerGoal 141|PowerGoal141]] and [[#PowerGoal 146|PowerGoal146]].
+
|Bloat344, Bloat376, Bloat377, Bloat382, PowerGoal64, PowerGoal75, PowerGoal82, PowerGoal86, PowerGoal90, PowerGoal105, PowerGoal109, PowerGoal113, PowerGoal118, PowerGoal122, PowerGoal125, PowerGoal135, PowerGoal139, PowerGoal141 and PowerGoal146.
 
|-
 
|-
 
| WORLD GENERATION PARAMETERS  
 
| WORLD GENERATION PARAMETERS  
 
| Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go.   
 
| Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go.   
| [[#Bloat150|Bloat150]], [[#Bloat217|Bloat217]] and [[#PowerGoal 125|PowerGoal125]].
+
| Bloat150, Bloat217 and PowerGoal125.
 
|-
 
|-
 
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS  
 
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS  
Line 176: Line 176:
 
| PLANES  
 
| PLANES  
 
| Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game.   
 
| Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game.   
|[[#PowerGoal 81|PowerGoal81]].
+
|PowerGoal81.
 
|-
 
|-
 
| EDITORS  
 
| EDITORS  
Line 189: Line 189:
  
 
Building blocks for some of the arcs
 
Building blocks for some of the arcs
 
 
=Core items=
 
=Core items=
{| class="wikitable" valign="top"
+
{| class="wikitable"
 
|- style="background:#EFEFEF"
 
|- style="background:#EFEFEF"
 
! style="width:10%"| Core-item
 
! style="width:10%"| Core-item
 
! style="width:15%"| Name
 
! style="width:15%"| Name
! style="width:10%"| Status
+
! style="width:15%"| Status
! style="width:50%"| Description
+
! style="width:40%"| Description
! style="width:15%"| Requirements
+
! style="width:40%"| Requirements
|-
+
|-  
| <div id="Core1">Core1</div>
+
| Core1
 
| WRESTLING
 
| WRESTLING
| Completed
+
| Completed  
 
| Introduce close combat with various manuevers.
 
| Introduce close combat with various manuevers.
|  
+
|
 
|-
 
|-
| <div id="Core2">Core2</div>
+
| Core2
 
| ADVENTURER EATING AND DRINKING
 
| ADVENTURER EATING AND DRINKING
| Completed
+
| Completed  
 
| Start the adventurer with food and allow them to eat and drink.
 
| Start the adventurer with food and allow them to eat and drink.
|  
+
|
 
|-
 
|-
| <div id="Core3">Core3</div>
+
| Core3
 
| CARAVANS
 
| CARAVANS
| (Future)
+
| (Future)  
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous.
+
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game| though caravans will no longer be 'generated' when needed.,entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress| although it's possible they could be abstracted a bit if they are too numerous.  
| [[#Core38|Core38]]
+
| Core38
 
|-
 
|-
| <div id="Core4">Core4</div>
+
| Core4
 
| GROUND INTERACTIONS
 
| GROUND INTERACTIONS
| Completed
+
| Completed  
 
| Introduce adventurer interacting with the environment.
 
| Introduce adventurer interacting with the environment.
|  
+
|
 
|-
 
|-
| <div id="Core5">Core5</div>
+
| Core5
 
| ADVENTURER TRAVEL
 
| ADVENTURER TRAVEL
| Completed
+
| Completed  
 
| Allow the adventurer and companions to travel between sites on the world map.
 
| Allow the adventurer and companions to travel between sites on the world map.
|  
+
|
 
|-
 
|-
| <div id="Core6">Core6</div>
+
| Core6
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
| Completed
+
| Completed  
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
|  
+
|
 
|-
 
|-
| <div id="Core7">Core7</div>
+
| Core7
 
| CONVERSATIONS
 
| CONVERSATIONS
| Completed
+
| Completed  
 
| Add the ability to talk to other creatures in adventure mode.
 
| Add the ability to talk to other creatures in adventure mode.
|  
+
|
 
|-
 
|-
| <div id="Core8">Core8</div>
+
| Core8
 
| ADVENTURER SHOPS
 
| ADVENTURER SHOPS
| Completed
+
| Completed  
 
| Basic buying and selling of objects in adventure mode.
 
| Basic buying and selling of objects in adventure mode.
|  
+
|
 
|-
 
|-
| <div id="Core9">Core9</div>
+
| Core9
 
| TOWNS
 
| TOWNS
| Completed
+
| Completed  
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
|  
+
|
 
|-
 
|-
| <div id="Core10">Core10</div>
+
| Core10
 
| OO CODE UPDATE
 
| OO CODE UPDATE
| Completed
+
| Completed  
 
| Update all of the major code objects to C++.
 
| Update all of the major code objects to C++.
|  
+
|
 
|-
 
|-
| <div id="Core11">Core11</div>
+
| Core11
 
| ENEMY PETS
 
| ENEMY PETS
| (Future)
+
| (Future)  
 
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
 
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
|  
+
|
 
|-
 
|-
| <div id="Core12">Core12</div>
+
| Core12
 
| END GAME
 
| END GAME
| Completed
+
| Completed  
 
| Handled dwarf mode end game.
 
| Handled dwarf mode end game.
|  
+
|
 
|-
 
|-
| <div id="Core13">Core13</div>
+
| Core13
 
| BEAST ATTACKS
 
| BEAST ATTACKS
 
| Completed
 
| Completed
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
|  
+
|
 
|-
 
|-
| <div id="Core14">Core14</div>
+
| Core14
 
| FIRE
 
| FIRE
 
| Completed
 
| Completed
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
|  
+
|
 
|-
 
|-
| <div id="Core15">Core15</div>
+
| Core15
 
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
| (Future)
 
| (Future)
| Enemy leaders play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
+
| Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur| so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
|  
+
|
 
|-
 
|-
| <div id="Core16">Core16</div>
+
| Core16
 
| END GAME 2
 
| END GAME 2
 
| Completed
 
| Completed
 
| Additional dwarf mode end game.
 
| Additional dwarf mode end game.
|  
+
|
 
|-
 
|-
| <div id="Core17">Core17</div>
+
| Core17
 
| LEGENDS
 
| LEGENDS
 
| Completed
 
| Completed
| Introduce the legends screen, historical events and historical figures.
+
| Introduce the legends screen| historical events and historical figures.
|  
+
|
 
|-
 
|-
| <div id="Core18">Core18</div>
+
| Core18
 
| INTERFACE KEYS
 
| INTERFACE KEYS
 
| Completed
 
| Completed
 
| Put the interface keys in editable files.
 
| Put the interface keys in editable files.
|  
+
|
 
|-
 
|-
| <div id="Core19">Core19</div>
+
| Core19
 
| TUTORIALS
 
| TUTORIALS
 
| (Future)
 
| (Future)
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
|  
+
|
 
|-
 
|-
| <div id="Core20">Core20</div>
+
| Core20
 
| TITLE MOVIES
 
| TITLE MOVIES
 
| Completed
 
| Completed
 
| Do the intro movies with sound.
 
| Do the intro movies with sound.
|  
+
|
 
|-
 
|-
| <div id="Core21">Core21</div>
+
| Core21
 
| SOUND
 
| SOUND
 
| (Future)
 
| (Future)
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
|  
+
|
 
|-
 
|-
| <div id="Core22">Core22</div>
+
| Core22
 
| ADVISORS
 
| ADVISORS
 
| (Future)
 
| (Future)
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
|  
+
|
 
|-
 
|-
| <div id="Core23">Core23</div>
+
| Core23
 
| THE MANUAL
 
| THE MANUAL
 
| Completed
 
| Completed
 
| Do all of the sections of a basic manual to be viewed in-game.
 
| Do all of the sections of a basic manual to be viewed in-game.
|  
+
|
 
|-
 
|-
| <div id="Core24">Core24</div>
+
| Core24
 
| ADVENTURER PARTIES
 
| ADVENTURER PARTIES
 
| (Future)
 
| (Future)
 
| Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.
 
| Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.
| [[#Core61|Core61]]
+
| Core61
 
|-
 
|-
| <div id="Core25">Core25</div>
+
| Core25
 
| PLOT CLEANUP
 
| PLOT CLEANUP
 
| Completed
 
| Completed
| The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.
+
| The dwarf mode used to have some fixed plot events| like an attack by an undead army and so on. These were excised| but there's a lot of associated cleanup needed. Once this is established| the game will be ready for armies.
|  
+
|
 
|-
 
|-
| <div id="Core26">Core26</div>
+
| Core26
 
| OVERLAND ARMIES ATTACKS
 
| OVERLAND ARMIES ATTACKS
 
| (Future)
 
| (Future)
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).
+
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).  
| [[#Core25|Core25]], [[#Core45|Core45]]
+
| Core25, Core45
 
|-
 
|-
| <div id="Core27">Core27</div>
+
| Core27
 
| ARMIES OF DWARVES
 
| ARMIES OF DWARVES
 
| (Future)
 
| (Future)
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.
+
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.  
| [[#Core26|Core26]]
+
| Core26
 
|-
 
|-
| <div id="Core28">Core28</div>
+
| Core28
 
| CONTROL OF TERRITORY AND EXTERNAL LOCATIONS
 
| CONTROL OF TERRITORY AND EXTERNAL LOCATIONS
 
| (Future)
 
| (Future)
 
| As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.
 
| As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.
| [[#Core29|Core29]], [[#Bloat172|Bloat172]]
+
| Core29, Bloat172
 
|-
 
|-
| <div id="Core29">Core29</div>
+
| Core29
 
| EXTERNAL CONSTRUCTIONS
 
| EXTERNAL CONSTRUCTIONS
 
| (Future)
 
| (Future)
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).
+
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).  
| [[#Core28|Core28]]
+
| Core28
 
|-
 
|-
| <div id="Core30">Core30</div>
+
| Core30
 
| KINGDOM
 
| KINGDOM
 
| (Future)
 
| (Future)
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.
+
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.  
| [[#Core28|Core28]]
+
| Core28
 
|-
 
|-
| <div id="Core31">Core31</div>
+
| Core31
 
| MAPS FOR SITES
 
| MAPS FOR SITES
 
| Completed
 
| Completed
 
| Caves and goblin fortress maps.
 
| Caves and goblin fortress maps.
|  
+
|
 
|-
 
|-
| <div id="Core32">Core32</div>
+
| Core32
 
| STARTING QUESTS
 
| STARTING QUESTS
 
| Completed
 
| Completed
| Set up asking about surroundings, basic quests and town defense.
+
| Set up asking about surroundings| basic quests and town defense.
|  
+
|
 
|-
 
|-
| <div id="Core33">Core33</div>
+
| Core33
 
| SERVING YOUR MONARCH
 
| SERVING YOUR MONARCH
 
| (Future)
 
| (Future)
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
+
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units| you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
|  
+
|
 
|-
 
|-
| <div id="Core34">Core34</div>
+
| Core34
 
| ABANDONMENT
 
| ABANDONMENT
 
| Completed
 
| Completed
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
|  
+
|
 
|-
 
|-
| <div id="Core35">Core35</div>
+
| Core35
 
| DWARF RAIDS
 
| DWARF RAIDS
 
| (Future)
 
| (Future)
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.
+
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.  
| [[#Core27|Core27]]
+
| Core27
 
|-
 
|-
| <div id="Core36">Core36</div>
+
| Core36
 
| BURROWS
 
| BURROWS
 
| (Future)
 
| (Future)
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
+
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas| large fortresses should become easier to manage.
|  
+
|
 
|-
 
|-
| <div id="Core37">Core37</div>
+
| Core37
 
| RETIREMENT
 
| RETIREMENT
 
| Completed
 
| Completed
 
| Add the ability to retire (or rest) your adventurer in any town.
 
| Add the ability to retire (or rest) your adventurer in any town.
|  
+
|
 
|-
 
|-
| <div id="Core38">Core38</div>
+
| Core38
 
| SITE RESOURCES
 
| SITE RESOURCES
 
| (Future)
 
| (Future)
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
|  
+
|
 
|-
 
|-
| <div id="Core39">Core39</div>
+
| Core39
 
| END GAME 3
 
| END GAME 3
 
| Completed
 
| Completed
 
| Additional handling of dwarf mode end game.
 
| Additional handling of dwarf mode end game.
|  
+
|
 
|-
 
|-
| <div id="Core40">Core40</div>
+
| Core40
 
| MONSTERS
 
| MONSTERS
 
| (Future)
 
| (Future)
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
+
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress| due to a plot event. That might have to wait for magic.
|  
+
|
 
|-
 
|-
| <div id="Core41">Core41</div>
+
| Core41
 
| TOWN, HOME AND SCHEDULES
 
| TOWN, HOME AND SCHEDULES
 
| Completed
 
| Completed
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
+
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep| but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
|  
+
|
 
|-
 
|-
| <div id="Core42">Core42</div>
+
| Core42
 
| TOWN, ITEMS
 
| TOWN, ITEMS
 
| (Future)
 
| (Future)
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
+
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns,professions, trade and resources.
|  
+
|
 
|-
 
|-
| <div id="Core43">Core43</div>
+
| Core43
 
| TOWN, IMPORTANT LOCATIONS
 
| TOWN, IMPORTANT LOCATIONS
 
| (Future)
 
| (Future)
 
| Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay.
 
| Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay.
| [[#Core42|Core42]]
+
| Core42
 
|-
 
|-
| <div id="Core44">Core44</div>
+
| Core44
 
| OVERLAND TOWN MIGRANTS
 
| OVERLAND TOWN MIGRANTS
 
| Completed
 
| Completed
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
|  
+
|
 
|-
 
|-
| <div id="Core45">Core45</div>
+
| Core45
 
| CIVILIZATIONS AT WAR
 
| CIVILIZATIONS AT WAR
 
| (Future)
 
| (Future)
| Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.
+
| Civilizations (for example| goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.  
| [[#Core44|Core44]]
+
| Core44
 
|-
 
|-
| <div id="Core46">Core46</div>
+
| Core46
 
| ARMY BATTLES
 
| ARMY BATTLES
 
| (Future)
 
| (Future)
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.
+
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges| tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.  
| [[#Core45|Core45]]
+
| Core45
 
|-
 
|-
| <div id="Core47">Core47</div>
+
| Core47
 
| CLEANING HISTORY
 
| CLEANING HISTORY
 
| Completed
 
| Completed
 
| Unimportant dead historical figures should be abstracted away to save space.
 
| Unimportant dead historical figures should be abstracted away to save space.
|  
+
|
 
|-
 
|-
| <div id="Core48">Core48</div>
+
| Core48
 
| SEAMLESS MAP
 
| SEAMLESS MAP
 
| Completed
 
| Completed
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
|  
+
|
 
|-
 
|-
| <div id="Core49">Core49</div>
+
| Core49
 
| FULL Z AXIS
 
| FULL Z AXIS
 
| Completed
 
| Completed
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
|  
+
|
 
|-
 
|-
| <div id="Core50">Core50</div>
+
| Core50
 
| TILESET SUPPORT
 
| TILESET SUPPORT
 
| (Future)
 
| (Future)
 
| Allow graphical tiles to be used for all game objects.
 
| Allow graphical tiles to be used for all game objects.
|  
+
|
 
|-
 
|-
| <div id="Core51">Core51</div>
+
| Core51
 
| SIZEABLE GAME WINDOW
 
| SIZEABLE GAME WINDOW
 
| (Future)
 
| (Future)
| Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
+
| Allow the resizing of the game windows| and possibly the support of variable width fonts to allow more text to be displayed.
|  
+
|
 
|-
 
|-
| <div id="Core52">Core52</div>
+
| Core52
 
| INTERFACE OVERHAUL
 
| INTERFACE OVERHAUL
 
| (Future)
 
| (Future)
 
| A coherent interface, additional options and mouse support.
 
| A coherent interface, additional options and mouse support.
|  
+
|
 
|-
 
|-
| <div id="Core53">Core53</div>
+
| Core53
 
| MORE RAW FILES
 
| MORE RAW FILES
 
| (Future)
 
| (Future)
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.
+
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out| but workshop and furnace types are certainly good candidates.
|  
+
|
 
|-
 
|-
| <div id="Core54">Core54</div>
+
| Core54
 
| TRANSLATION SUPPORT
 
| TRANSLATION SUPPORT
 
| (Future)
 
| (Future)
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
+
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators| though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
|  
+
|
 
|-
 
|-
| <div id="Core55">Core55</div>
+
| Core55
 
| LIGHTING
 
| LIGHTING
 
| (Future)
 
| (Future)
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).
+
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).  
| [[#Req96|Req96]]
+
| Req96
 
|-
 
|-
| <div id="Core56">Core56</div>
+
| Core56
 
| IMPROVED FORTRESS TRANSPORTATION
 
| IMPROVED FORTRESS TRANSPORTATION
 
| (Future)
 
| (Future)
| Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
+
| Though there's always going to be room for improvement here| some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options| and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
|  
+
|
 
|-
 
|-
| <div id="Core57">Core57</div>
+
| Core57
 
| IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING
 
| IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING
 
| (Future)
 
| (Future)
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
|  
+
|
 
|-
 
|-
| <div id="Core58">Core58</div>
+
| Core58
 
| DOCUMENTATION
 
| DOCUMENTATION
 
| (Future)
 
| (Future)
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
|  
+
|
 
|-
 
|-
| <div id="Core59">Core59</div>
+
| Core59
 
| LOVE AND ROMANCE
 
| LOVE AND ROMANCE
 
| (Future)
 
| (Future)
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
|  
+
|
 
|-
 
|-
| <div id="Core60">Core60</div>
+
| Core60
 
| HEIRS
 
| HEIRS
 
| (Future)
 
| (Future)
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.
+
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants| and the notion of the family in general could afford to have more impact on the game.
|  
+
|
 
|-
 
|-
| <div id="Core61">Core61</div>
+
| Core61
 
| ADVENTURER ENTITIES
 
| ADVENTURER ENTITIES
 
| (Future)
 
| (Future)
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.
+
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.  
| [[#Core24|Core24]]
+
| Core24
 
|-
 
|-
| <div id="Core62">Core62</div>
+
| Core62
 
| FURTHER DIPLOMACY
 
| FURTHER DIPLOMACY
 
| (Future)
 
| (Future)
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.
+
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting| fun to uphold and,the state of the world| all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions| the system should be satisfying for version 1 as it merges with the caravan arc| wars| tribute and succession conflicts described in other v1 dev items.
|  
+
|
 
|-
 
|-
| <div id="Core63">Core63</div>
+
| Core63
 
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
| (Future)
 
| (Future)
| First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
+
| First of all, succession for positions needs to occur in play, so that dead liaisons are replace,| as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
|  
+
|
 
|-
 
|-
| <div id="Core64">Core64</div>
+
| Core64
 
| INDIVIDUAL AFFILIATIONS
 
| INDIVIDUAL AFFILIATIONS
 
| (Future)
 
| (Future)
| People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
+
| People in towns should be more distinct| and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well| especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it)| and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
|  
+
|
 
|-
 
|-
| <div id="Core65">Core65</div>
+
| Core65
 
| ADVENTURER SITE AFFILIATIONS
 
| ADVENTURER SITE AFFILIATIONS
 
| (Future)
 
| (Future)
| When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
+
| When you perform a task for an entity,you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
|  
+
|
 
|-
 
|-
| <div id="Core66">Core66</div>
+
| Core66
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
 
| No game is complete without it!
 
| No game is complete without it!
|  
+
|
 
|-
 
|-
| <div id="Core67">Core67</div>
+
| Core67
 
| RUINS
 
| RUINS
 
| (Future)
 
| (Future)
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place.
+
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things| mainly the civilization in question and what happened to ruin it in the first place.  
| [[#Core68|Core68]]
+
| Core68
 
|-
 
|-
| <div id="Core68">Core68</div>
+
| Core68
 
| GRAVEYARDS AND TOMBS
 
| GRAVEYARDS AND TOMBS
 
| (Future)
 
| (Future)
 
| Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.
 
| Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.
| [[#Core67|Core67]]
+
| Core67
 
|-
 
|-
| <div id="Core69">Core69</div>
+
| Core69
 
| OLD BATTLEFIELDS
 
| OLD BATTLEFIELDS
 
| (Future)
 
| (Future)
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
+
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces| especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields| but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
|  
+
|
 
|-
 
|-
| <div id="Core70">Core70</div>
+
| Core70
| FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS
+
| FORTRESS RUINS,PRODUCTION TRACKING AND HISTORY TRIGGERS
 
| (Future)
 
| (Future)
 
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
 
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
|  
+
|
 
|-
 
|-
| <div id="Core71">Core71</div>
+
| Core71
 
| BANDITS AND CULTS
 
| BANDITS AND CULTS
 
| (Future)
 
| (Future)
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
|  
+
|
 
|-
 
|-
| <div id="Core72">Core72</div>
+
| Core72
 
| ROBUST ATTRIBUTE SYSTEM
 
| ROBUST ATTRIBUTE SYSTEM
 
| (Future)
 
| (Future)
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
|  
+
|
 
|-
 
|-
| <div id="Core73">Core73</div>
+
| Core73
 
| COMBAT OVERHAUL
 
| COMBAT OVERHAUL
 
| (Future)
 
| (Future)
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
|  
+
|
 
|-
 
|-
| <div id="Core74">Core74</div>
+
| Core74
 
| WOUND HANDLING
 
| WOUND HANDLING
 
| (Future)
 
| (Future)
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
|  
+
|
 
|-
 
|-
| <div id="Core75">Core75</div>
+
| Core75
 
| ADVENTURER GENERATION AND SCENARIOS
 
| ADVENTURER GENERATION AND SCENARIOS
 
| (Future)
 
| (Future)
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fully into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
+
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here| from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world| creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
|  
+
|
 
|-
 
|-
| <div id="Core76">Core76</div>
+
| Core76
 
| EMBARK SCENARIOS
 
| EMBARK SCENARIOS
 
| (Future)
 
| (Future)
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
|  
+
|
 
|-
 
|-
| <div id="Core77">Core77</div>
+
| Core77
 
| AGE AND POPULATION TRACKING FOR ENTITIES
 
| AGE AND POPULATION TRACKING FOR ENTITIES
 
| (Future)
 
| (Future)
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
|  
+
|
 
|-
 
|-
| <div id="Core78">Core78</div>
+
| Core78
 
| WILDERNESS POPULATION TRACKING
 
| WILDERNESS POPULATION TRACKING
 
| (Future)
 
| (Future)
| Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
+
| Wilderness population is quite limited| and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
|  
+
|
 
|-
 
|-
| <div id="Core79">Core79</div>
+
| Core79
 
| COLLECTORS AND FINDING BUYERS
 
| COLLECTORS AND FINDING BUYERS
 
| (Future)
 
| (Future)
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
+
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects| if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
|  
+
|
 
|-
 
|-
| <div id="Core80">Core80</div>
+
| Core80
 
| ARTIFACT MAGIC
 
| ARTIFACT MAGIC
 
| (Future)
 
| (Future)
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
|  
+
|
 
|-
 
|-
| <div id="Core81">Core81</div>
+
| Core81
 
| TRIBUTE
 
| TRIBUTE
 
| (Future)
 
| (Future)
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
|  
+
|
 
|-
 
|-
| <div id="Core82">Core82</div>
+
| Core82
 
| THIEF AND SUPPORTING CAST
 
| THIEF AND SUPPORTING CAST
 
| (Future)
 
| (Future)
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.
+
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode| beyond what's there now, is an open question.
|  
+
|
 
|-
 
|-
| <div id="Core83">Core83</div>
+
| Core83
 
| ARREST AND PUNISHMENT
 
| ARREST AND PUNISHMENT
 
| (Future)
 
| (Future)
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
|  
+
|
 
|-
 
|-
| <div id="Core84">Core84</div>
+
| Core84
 
| HUNTING AND GATHERING
 
| HUNTING AND GATHERING
 
| (Future)
 
| (Future)
| You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
+
| You need to be able to obtain food from the wilderness and perform other tasks,processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
|  
+
|
 
|-
 
|-
| <div id="Core85">Core85</div>
+
| Core85
 
| CHOP, DIG, BUILD!
 
| CHOP, DIG, BUILD!
 
| (Future)
 
| (Future)
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
|  
+
|
 
|-
 
|-
| <div id="Core86">Core86</div>
+
| Core86
 
| ADVANCED ADVENTURER SKILLS
 
| ADVANCED ADVENTURER SKILLS
 
| (Future)
 
| (Future)
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
|  
+
|
 
|-
 
|-
| <div id="Core87">Core87</div>
+
| Core87
 
| PROPER DWARVES
 
| PROPER DWARVES
 
| (Future)
 
| (Future)
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
|  
+
|
 
|-
 
|-
| <div id="Core88">Core88</div>
+
| Core88
 
| PROPER ELVES
 
| PROPER ELVES
 
| (Future)
 
| (Future)
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
|  
+
|
 
|-
 
|-
| <div id="Core89">Core89</div>
+
| Core89
 
| PROPER GOBLINS
 
| PROPER GOBLINS
 
| (Future)
 
| (Future)
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
|  
+
|
 
|-
 
|-
| <div id="Core90">Core90</div>
+
| Core90
 
| PROPER KOBOLDS
 
| PROPER KOBOLDS
 
| (Future)
 
| (Future)
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
|  
+
|
 
|-
 
|-
| <div id="Core91">Core91</div>
+
| Core91
 
| PROPER UNDERGROUND/MAP FEATURES
 
| PROPER UNDERGROUND/MAP FEATURES
 
| (Future)
 
| (Future)
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
|  
+
|
 
|-
 
|-
| <div id="Core92">Core92</div>
+
| Core92
 
| APPEARANCE VARIABLES/DESCRIPTIONS
 
| APPEARANCE VARIABLES/DESCRIPTIONS
 
| (Future)
 
| (Future)
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
|  
+
|
 
|-
 
|-
| <div id="Core93">Core93</div>
+
| Core93
 
| RANDOMIZED MEGABEASTS AND POWERS
 
| RANDOMIZED MEGABEASTS AND POWERS
 
| (Future)
 
| (Future)
| (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used.
+
| (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. Requires Core92.
| [[#Core92|Core92]]
+
|
 
|-
 
|-
| <div id="Core94">Core94</div>
+
| Core94
 
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
 
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
 
| (Future)
 
| (Future)
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.
+
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc. Requires Core92.
| [[#Core92|Core92]]
+
|
 
|-
 
|-
| <div id="Core95">Core95</div>
+
| Core95
 
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
 
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
 
| (Future)
 
| (Future)
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.
+
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.  
| [[#Core93|Core93]], [[#Core94|Core94]]
+
| Core93, Core94
 
|-
 
|-
| <div id="Core96">Core96</div>
+
| Core96
 
| GENERALIZED CURSES AND OTHER ALTERATIONS
 
| GENERALIZED CURSES AND OTHER ALTERATIONS
 
| (Future)
 
| (Future)
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).
+
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).  
| [[#Core92|Core92]]
+
| Core92
 
|-
 
|-
| <div id="Core97">Core97</div>
+
| Core97
 
| IMPROVED PHRASE STORAGE
 
| IMPROVED PHRASE STORAGE
 
| (Future)
 
| (Future)
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
|  
+
|
 
|-
 
|-
| <div id="Core98">Core98</div>
+
| Core98
 
| BASIC GRAMMAR
 
| BASIC GRAMMAR
 
| (Future)
 
| (Future)
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.
+
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.  
| [[#Core97|Core97]]
+
| Core97
 
|-
 
|-
| <div id="Core99">Core99</div>
+
| Core99
 
| WRITING
 
| WRITING
 
| (Future)
 
| (Future)
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.
+
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.  
| [[#Core98|Core98]]
+
| Core98
 
|-
 
|-
| <div id="Core100">Core100</div>
+
| Core100
 
| NEW LANGUAGE ITEMS
 
| NEW LANGUAGE ITEMS
 
| (Future)
 
| (Future)
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).
+
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).  
| [[#Core99|Core99]]
+
| Core99
 
|}
 
|}
  
 
=Reqs=
 
=Reqs=
  
Reqs are old bugs, additions and adjustments that have to be handled.
+
Old bugs, additions and adjustments
 +
 
 +
==Reqs 1 - 50==
  
{| class="wikitable" valign="top"
+
{| class="wikitable"
|- style="background:#EFEFEF"
+
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
! style="width:10%"| Req-item
+
|-
! style="width:15%"| Name
+
| style="width:100%;"| Req1, PILE MASTERY AND TYPES, (Future): Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
! style="width:10%"| Status
 
! style="width:50%"| Description
 
! style="width:15%"| Requirements
 
 
|-
 
|-
| <div id="Req1">Req1</div>
+
| Req2, IMPROVED WORK ORDERS, (Future): Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
| 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.
 
|
 
 
|-
 
|-
| <div id="Req2">Req2</div>
+
| Req3, TWEAK PRODUCTS OF WOOD BURNING, Completed.
| IMPROVED WORK ORDERS
 
| (Future)
 
| Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
 
|
 
 
|-
 
|-
| <div id="Req3">Req3</div>
+
| Req4, PAYMENT FOR STORAGE JOBS, Completed.
| TWEAK PRODUCTS OF WOOD BURNING
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req4">Req4</div>
+
| Req5, STOP TREES FROM BEING ADJACENT, Completed.
| PAYMENT FOR STORAGE JOBS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req5">Req5</div>
+
| Req6, CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS, Completed.
| STOP TREES FROM BEING ADJACENT
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req6">Req6</div>
+
| Req7, PARTY NOTIFICATION OPTION, (Future): Option to turn off notification about dwarves organizing parties.
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req7">Req7</div>
+
| Req8, RIVER ACTIVITY AND ATTACKS, (Future): If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.
| PARTY NOTIFICATION OPTION
 
| (Future)
 
| Option to turn off notification about dwarves organizing parties.
 
|
 
 
|-
 
|-
| <div id="Req8">Req8</div>
+
| Req9, RESTRAINED SLEEP, (Future): People don't sleep/rest when they are chained/caged.
| 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="Req9">Req9</div>
+
| Req10, CARETAKER WELL USE, Completed: Caretakers seeking water should be able to use wells.
| RESTRAINED SLEEP
 
| (Future)
 
| People don't sleep/rest when they are chained/caged.
 
|
 
 
|-
 
|-
| <div id="Req10">Req10</div>
+
| Req11, IMPROVED RESCUE, (Future): People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
| CARETAKER WELL USE
+
|-
| Completed
+
| Req12, WRESTLE TARGET PROBLEMS, Completed: A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
| Caretakers seeking water should be able to use wells.
 
|
 
 
|-
 
|-
| <div id="Req11">Req11</div>
+
| Req13, WINTER CAVE RIVER, Completed: (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
| 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.
 
|
 
 
|-
 
|-
| <div id="Req12">Req12</div>
+
| Req14, OUTSIDE LAVA BLOCKING, Completed: Units shouldn't attempt to enter the map if you've blocked it off with lava.
| WRESTLE TARGET PROBLEMS
 
| Completed
 
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
 
|
 
 
|-
 
|-
| <div id="Req13">Req13</div>
+
| Req15, LAVA AND TREES, Completed: Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
| 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.
 
|
 
 
|-
 
|-
| <div id="Req14">Req14</div>
+
| Req16, REMOVE PUBLIC CHEST/CABINETS, Completed: This is part of the swap over to the bin system.
| OUTSIDE LAVA BLOCKING
 
| Completed
 
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
 
|
 
 
|-
 
|-
| <div id="Req15">Req15</div>
+
| Req17, AJAR DEFAULT DOOR SETTING, Completed.
| LAVA AND TREES
 
| Completed
 
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
 
|
 
 
|-
 
|-
| <div id="Req16">Req16</div>
+
| Req18, ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES, (Future): People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.
| REMOVE PUBLIC CHEST/CABINETS
 
| Completed
 
| This is part of the swap over to the bin system.
 
|
 
 
|-
 
|-
| <div id="Req17">Req17</div>
+
| Req19, TARGETING PROBLEM, Completed: Champions didn't seem to want to target anything.
| AJAR DEFAULT DOOR SETTING
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req18">Req18</div>
+
| Req20, PILE CHECKING, (Future): People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
| 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.
 
|
 
 
|-
 
|-
| <div id="Req19">Req19</div>
+
| Req21, BODYGUARDS LEAVING, (Future): Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
| TARGETING PROBLEM
 
| Completed
 
| Champions didn't seem to want to target anything.
 
|
 
 
|-
 
|-
| <div id="Req20">Req20</div>
+
| Req22, HAULING PROFESSION, (Future): New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.
| PILE CHECKING
 
| (Future)
 
| People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
 
|
 
 
|-
 
|-
| <div id="Req21">Req21</div>
+
| Req23, USE GROUNDING TO CURE TRAFFIC JAMS, Completed.
| BODYGUARDS LEAVING
 
| (Future)
 
| Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
 
|
 
 
|-
 
|-
| <div id="Req22">Req22</div>
+
| Req24, TRANSFER PILES, (Future): You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.
| HAULING PROFESSION
 
| (Future)
 
| New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.
 
|
 
 
|-
 
|-
| <div id="Req23">Req23</div>
+
| Req25, TANTRUM THROWS, Completed: Thrown tantrum objects don't hit other friendlies, but they should.
| USE GROUNDING TO CURE TRAFFIC JAMS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req24">Req24</div>
+
| Req26, SLEEPING THROUGH TANTRUMS, Completed: Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
| TRANSFER PILES
 
| (Future)
 
| You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.
 
|
 
 
|-
 
|-
| <div id="Req25">Req25</div>
+
| Req27, IMPROVED WORKSHOP INTERFACES, (Future): Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.
| TANTRUM THROWS
 
| Completed
 
| Thrown tantrum objects don't hit other friendlies, but they should.
 
|
 
 
|-
 
|-
| <div id="Req26">Req26</div>
+
| Req28, CHASMING REFUSE, Completed: They used to throw refuse in the chasm. Now they don't. They should.
| SLEEPING THROUGH TANTRUMS
 
| Completed
 
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
 
|
 
 
|-
 
|-
| <div id="Req27">Req27</div>
+
| Req29, SOLDIER PROFILES, (Future): Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.
| IMPROVED WORKSHOP INTERFACES
 
| (Future)
 
| Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.
 
|
 
 
|-
 
|-
| <div id="Req28">Req28</div>
+
| Req30, MORE TRADE GOODS, Completed: Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
| CHASMING REFUSE
 
| Completed
 
| They used to throw refuse in the chasm. Now they don't. They should.
 
|
 
 
|-
 
|-
| <div id="Req29">Req29</div>
+
| Req31, EXPAND AVAILABLE EQUIPMENT FOR SETTLERS, Completed.
| SOLDIER PROFILES
 
| (Future)
 
| Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.
 
|
 
 
|-
 
|-
| <div id="Req30">Req30</div>
+
| Req32, SKILL SYNERGY, (Future): Have some skills give bonuses to other skills.
| MORE TRADE GOODS
 
| Completed
 
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
 
|
 
 
|-
 
|-
| <div id="Req31">Req31</div>
+
| Req33, SMARTER ENGRAVER, Completed: Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req32">Req32</div>
+
| Req34, SHODDY ITEMS, (Future): Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
| SKILL SYNERGY
 
| (Future)
 
| Have some skills give bonuses to other skills.
 
|
 
 
|-
 
|-
| <div id="Req33">Req33</div>
+
| Req35, SHODDY START ITEMS, (Future): Shoddy items for low skill settlers. Requires Req34.
| SMARTER ENGRAVER
 
| Completed
 
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
 
|
 
 
|-
 
|-
| <div id="Req34">Req34</div>
+
| Req36, INIT BUG, Completed: Potential initialization problem for dwarf mode if previous games have been played.
| SHODDY ITEMS
 
| (Future)
 
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
 
|
 
 
|-
 
|-
| <div id="Req35">Req35</div>
+
| Req37, TRIGGER LINK INTERFACE, (Future): It could be more clear about what you are linking to and what it will do.
| SHODDY START ITEMS
 
| (Future)
 
| Shoddy items for low skill settlers.
 
| [[#Req34|Req34]]
 
 
|-
 
|-
| <div id="Req36">Req36</div>
+
| Req38, JOB INFORMATION RETENTION, (Future): Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.
| INIT BUG
 
| Completed
 
| Potential initialization problem for dwarf mode if previous games have been played.
 
|
 
 
|-
 
|-
| <div id="Req37">Req37</div>
+
| Req39, AXES FOR WOODCUTTERS, Completed.
| TRIGGER LINK INTERFACE
 
| (Future)
 
| It could be more clear about what you are linking to and what it will do.
 
|
 
 
|-
 
|-
| <div id="Req38">Req38</div>
+
| Req40, IMPROVED OUTPOST LIAISON, Completed: Liaison should come earlier and be more useful.
| JOB INFORMATION RETENTION
 
| (Future)
 
| Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.
 
|
 
 
|-
 
|-
| <div id="Req39">Req39</div>
+
| Req41, BUILDING CONSTRUCTION ITEM SELECTION, Completed: There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.
| AXES FOR WOODCUTTERS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req40">Req40</div>
+
| Req42, STOP JOB RESUME WHEN UNDER ATTACK, Completed.
| IMPROVED OUTPOST LIAISON
 
| Completed
 
| Liaison should come earlier and be more useful.
 
|
 
 
|-
 
|-
| <div id="Req41">Req41</div>
+
| Req43, MOVIE MAKER INTERFACE, (Future): Put fast-forward back in, some other tweaks.
| BUILDING CONSTRUCTION ITEM SELECTION
 
| Completed
 
| There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.
 
|
 
 
|-
 
|-
| <div id="Req42">Req42</div>
+
| Req44, JOB ASSIGN OPTIMIZATION, Completed.
| STOP JOB RESUME WHEN UNDER ATTACK
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req43">Req43</div>
+
| Req45, TARGET OPTIMIZATION, Completed: (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
| MOVIE MAKER INTERFACE
 
| (Future)
 
| Put fast-forward back in, some other tweaks.
 
|
 
 
|-
 
|-
| <div id="Req44">Req44</div>
+
| Req46, JOB AMOUNT ABUSE, (Future): Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
| JOB ASSIGN OPTIMIZATION
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req45">Req45</div>
+
| Req47, GENERAL CHASMING OF ITEMS, Completed: Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
| TARGET OPTIMIZATION
 
| Completed
 
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
 
|
 
 
|-
 
|-
| <div id="Req46">Req46</div>
+
| Req48, NO RECORD, Completed.
| JOB AMOUNT ABUSE
 
| (Future)
 
| Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
 
|
 
 
|-
 
|-
| <div id="Req47">Req47</div>
+
| Req49, POUR BUCKETS INTO BARRELS, Completed.
| GENERAL CHASMING OF ITEMS
 
| Completed
 
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
 
|
 
 
|-
 
|-
| <div id="Req48">Req48</div>
+
| Req50, ERRANT BLOOD PLACEMENT, Completed: In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req49">Req49</div>
+
|}
| POUR BUCKETS INTO BARRELS
+
 
| Completed
+
==Reqs 51 - 100==
|  
+
 
|  
+
{| class="wikitable"
 +
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
 
|-
 
|-
| <div id="Req50">Req50</div>
+
| style="width:100%;"| Req51, OVER-POWERED TANTRUMS, (Future): Damaging certain buildings is too easy.
| ERRANT BLOOD PLACEMENT
 
| Completed
 
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
 
|
 
 
|-
 
|-
| <div id="Req51">Req51</div>
+
| Req52, NO RECORD, Completed.
| OVER-POWERED TANTRUMS
 
| (Future)
 
| Damaging certain buildings is too easy.
 
|
 
 
|-
 
|-
| <div id="Req52">Req52</div>
+
| Req53, NO RECORD, Completed.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req53">Req53</div>
+
| Req54, FOCUS 3D, (Future): Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req54">Req54</div>
+
| Req55, NO RECORD, Completed.
| FOCUS 3D
 
| (Future)
 
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
 
 
|-
 
|-
| <div id="Req55">Req55</div>
+
| Req56, NO RECORD, Completed.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req56">Req56</div>
+
| Req57, NO RECORD, Completed.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req57">Req57</div>
+
| Req58, SOLDIERS ON TOP OF MILITARY SCREEN, Completed.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req58">Req58</div>
+
| Req59, COLOR ON UNIT SCREEN, Completed.
| SOLDIERS ON TOP OF MILITARY SCREEN
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req59">Req59</div>
+
| Req60, BLOCK EXPLANATIONS, Completed: Can't tell what's blocking you when are blocked going down dwarf stairs.
| COLOR ON UNIT SCREEN
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req60">Req60</div>
+
| Req61, INVASION AFTER-EFFECTS, (Future): If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
| BLOCK EXPLANATIONS
 
| Completed
 
| Can't tell what's blocking you when are blocked going down dwarf stairs.
 
|
 
 
|-
 
|-
| <div id="Req61">Req61</div>
+
| Req62, SITE CLIFF DEFINITION, Completed: There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
| INVASION AFTER-EFFECTS
 
| (Future)
 
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
 
|
 
 
|-
 
|-
| <div id="Req62">Req62</div>
+
| Req63, SMALL PET ATTACHMENTS, (Future): People don't care when their smaller pets die.
| SITE CLIFF DEFINITION
 
| Completed
 
| There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
 
|
 
 
|-
 
|-
| <div id="Req63">Req63</div>
+
| Req64, ACCESSIBILITY ISSUES, (Future): Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.
| SMALL PET ATTACHMENTS
 
| (Future)
 
| People don't care when their smaller pets die.
 
|
 
 
|-
 
|-
| <div id="Req64">Req64</div>
+
| Req65, CRASH BUG WITH BOWS, Completed.
| ACCESSIBILITY ISSUES
 
| (Future)
 
| Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.
 
|
 
 
|-
 
|-
| <div id="Req65">Req65</div>
+
| Req66, PROBLEM WITH POPULATION CREATION, Completed.
| CRASH BUG WITH BOWS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req66">Req66</div>
+
| Req67, MONSTER BURIAL, Completed: They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
| PROBLEM WITH POPULATION CREATION
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req67">Req67</div>
+
| Req68, HUNTING ARMOR, (Future): Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
| MONSTER BURIAL
 
| Completed
 
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
 
|
 
 
|-
 
|-
| <div id="Req68">Req68</div>
+
| Req69, IMPROPER BURIAL, Completed: They put a corpse in a coffin that wasn't flagged "Use for Burial".
| HUNTING ARMOR
 
| (Future)
 
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
 
|
 
 
|-
 
|-
| <div id="Req69">Req69</div>
+
| Req70, BREAKUP ITEM STACKS, (Future): Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.
| IMPROPER BURIAL
 
| Completed
 
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
 
|
 
 
|-
 
|-
| <div id="Req70">Req70</div>
+
| Req71, ARMY PROFILES, (Future): This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
| BREAKUP ITEM STACKS
 
| (Future)
 
| Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.
 
|
 
 
|-
 
|-
| <div id="Req71">Req71</div>
+
| Req72, WILD BEASTS POPULATING SITES, Completed.
| ARMY PROFILES
 
| (Future)
 
| This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
 
|
 
 
|-
 
|-
| <div id="Req72">Req72</div>
+
| Req73, SOME CODE CLEANING, Completed.
| WILD BEASTS POPULATING SITES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req73">Req73</div>
+
| Req74, MINING DESIGNATIONS, (Future): A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
| SOME CODE CLEANING
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req74">Req74</div>
+
| Req75, REWALL, Completed: Option to re-wall or fill in channels, using some stone.
| MINING DESIGNATIONS
 
| (Future)
 
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
 
|
 
 
|-
 
|-
| <div id="Req75">Req75</div>
+
| Req76, INTELLIGENT HUNTING, (Future): Crossbow hunters should be more intelligent about their ammo.
| REWALL
 
| Completed
 
| Option to re-wall or fill in channels, using some stone.
 
|
 
 
|-
 
|-
| <div id="Req76">Req76</div>
+
| Req77, SOME NEW WILDERNESS CREATURE TYPES, Completed.
| INTELLIGENT HUNTING
 
| (Future)
 
| Crossbow hunters should be more intelligent about their ammo.
 
|
 
 
|-
 
|-
| <div id="Req77">Req77</div>
+
| Req78, TWEAK FOR PILES, Completed.
| SOME NEW WILDERNESS CREATURE TYPES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req78">Req78</div>
+
| Req79, JOB CANCEL NOTICES, (Future): Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
| TWEAK FOR PILES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req79">Req79</div>
+
| Req80, WILDERNESS INTERACTIONS, (Future): Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
| JOB CANCEL NOTICES
 
| (Future)
 
| Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
 
|
 
 
|-
 
|-
| <div id="Req80">Req80</div>
+
| Req81, ARTISANS WEARING ARMOR, (Future): Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
| WILDERNESS INTERACTIONS
 
| (Future)
 
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
 
|
 
 
|-
 
|-
| <div id="Req81">Req81</div>
+
| Req82, NUMBERED JOB REPEAT, (Future): Option to have numeric repeats for a job.
| ARTISANS WEARING ARMOR
 
| (Future)
 
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
 
|
 
 
|-
 
|-
| <div id="Req82">Req82</div>
+
| Req83, INTELLIGENT JOB HANDLING, (Future): More job suspensions rather than complete cancellations.
| NUMBERED JOB REPEAT
 
| (Future)
 
| Option to have numeric repeats for a job.
 
|
 
 
|-
 
|-
| <div id="Req83">Req83</div>
+
| Req84, SKILL ROLL CONSISTENCY, (Future): Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
| INTELLIGENT JOB HANDLING
 
| (Future)
 
| More job suspensions rather than complete cancellations.
 
|
 
 
|-
 
|-
| <div id="Req84">Req84</div>
+
| Req85, PAIN DEADENING AND SCARS, (Future): Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
| SKILL ROLL CONSISTENCY
 
| (Future)
 
| Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
 
|
 
 
|-
 
|-
| <div id="Req85">Req85</div>
+
| Req86, JOB PRIORITIZING, (Future): Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).
| PAIN DEADENING AND SCARS
 
| (Future)
 
| Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
 
|
 
 
|-
 
|-
| <div id="Req86">Req86</div>
+
| Req87, IMPROVE DROWNING, (Future): Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.
| JOB PRIORITIZING
 
| (Future)
 
| Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).
 
|
 
 
|-
 
|-
| <div id="Req87">Req87</div>
+
| Req88, STOCKS AND CORPSES, Completed: Problem with corpses/body parts in the stockpile screen.
| IMPROVE DROWNING
 
| (Future)
 
| Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.
 
|
 
 
|-
 
|-
| <div id="Req88">Req88</div>
+
| Req89, DIG INTERFACE PROBLEM, Completed.
| STOCKS AND CORPSES
 
| Completed
 
| Problem with corpses/body parts in the stockpile screen.
 
|
 
 
|-
 
|-
| <div id="Req89">Req89</div>
+
| Req90, MULTIPLE AUTOMATED SHOP, (Future): Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
| DIG INTERFACE PROBLEM
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req90">Req90</div>
+
| Req91, LEATHER COUNTING, (Future): Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
| MULTIPLE AUTOMATED SHOP
 
| (Future)
 
| Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
 
|
 
 
|-
 
|-
| <div id="Req91">Req91</div>
+
| Req92, BETTER SHOOTING INTERFACE, (Future): Archery can neglect same square and grounded targets, need to have choice if many are in same square.
| LEATHER COUNTING
 
| (Future)
 
| Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
 
|
 
 
|-
 
|-
| <div id="Req92">Req92</div>
+
| Req93, NO RECORD, Completed.
| BETTER SHOOTING INTERFACE
 
| (Future)
 
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
 
|
 
 
|-
 
|-
| <div id="Req93">Req93</div>
+
| Req94, ABANDONMENT FIX, Completed.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req94">Req94</div>
+
| Req95, BETTER TRAP TEXT, (Future): Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
| ABANDONMENT FIX
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req95">Req95</div>
+
| Req96, LIGHTING, (Future): Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
| BETTER TRAP TEXT
 
| (Future)
 
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
 
|
 
 
|-
 
|-
| <div id="Req96">Req96</div>
+
| Req97, VERMIN SWARMS IN ADVENTURE MODE, Completed.
| LIGHTING
+
|-
| (Future)
+
| Req98, ART IMAGES, Completed.
| Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
 
|
 
 
|-
 
|-
| <div id="Req97">Req97</div>
+
| Req99, BURYING THINGS, (Future): Allow items to be buried under the soil.
| VERMIN SWARMS IN ADVENTURE MODE
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req98">Req98</div>
+
| Req100, COIN STORES, (Future): Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
| ART IMAGES
+
|}
| Completed
+
 
|  
+
==Reqs 101 - 150==
|  
+
{| class="wikitable"
 +
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
 
|-
 
|-
| <div id="Req99">Req99</div>
+
| style="width:100%;"| Req101, HAPPINESS UPON RELEASE FROM CONFINEMENT, Completed.
| BURYING THINGS
 
| (Future)
 
| Allow items to be buried under the soil.
 
|
 
 
|-
 
|-
| <div id="Req100">Req100</div>
+
| Req102, SOME WAGE ADJUSTMENTS, (Future): Jeweler and mechanic jobs should take a little longer but pay more.
| COIN STORES
 
| (Future)
 
| Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
 
|
 
 
|-
 
|-
| <div id="Req101">Req101</div>
+
| Req103, NO RECORD, Completed.
| HAPPINESS UPON RELEASE FROM CONFINEMENT
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req102">Req102</div>
+
| Req104, SLAYER ANNOUNCEMENT, (Future): In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
| SOME WAGE ADJUSTMENTS
 
| (Future)
 
| Jeweler and mechanic jobs should take a little longer but pay more.
 
|
 
 
|-
 
|-
| <div id="Req103">Req103</div>
+
| Req105, SOME BUILDING INTERACTIONS, Completed.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req104">Req104</div>
+
| Req106, FINALIZING THE STATE OF ACTIVE FLOWS, (Future): If flows are active when the player quits, their effects need to be handled.
| SLAYER ANNOUNCEMENT
 
| (Future)
 
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
 
|
 
 
|-
 
|-
| <div id="Req105">Req105</div>
+
| Req107, PRIMITIVE WEAPONS, (Future): Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
| SOME BUILDING INTERACTIONS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req106">Req106</div>
+
| Req108, INTERFACE BINDINGS, Completed.
| FINALIZING THE STATE OF ACTIVE FLOWS
 
| (Future)
 
| If flows are active when the player quits, their effects need to be handled.
 
|
 
 
|-
 
|-
| <div id="Req107">Req107</div>
+
| Req109, FINISH TRAP BAITING, (Future): It's very sparse right now. Gems aren't actually used.
| PRIMITIVE WEAPONS
 
| (Future)
 
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
 
|
 
 
|-
 
|-
| <div id="Req108">Req108</div>
+
| Req110, NEMESIS TRADES, (Future): If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
| INTERFACE BINDINGS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req109">Req109</div>
+
| Req111, FILE I/O CHECKING, (Future): It could give more feedback about save/load errors.
| FINISH TRAP BAITING
 
| (Future)
 
| It's very sparse right now. Gems aren't actually used.
 
|
 
 
|-
 
|-
| <div id="Req110">Req110</div>
+
| Req112, ITEM AGGREGATES, (Future): Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.
| NEMESIS TRADES
 
| (Future)
 
| If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
 
|
 
 
|-
 
|-
| <div id="Req111">Req111</div>
+
| Req113, RACE SPECIFIC PROFESSION NAMES, Completed.
| FILE I/O CHECKING
+
|-
| (Future)
+
| Req114, DWARF LEVEL TWISTING ISSUES, Completed: Can see/shoot through dwarf twisted areas improperly sometimes.
| It could give more feedback about save/load errors.
 
|
 
 
|-
 
|-
| <div id="Req112">Req112</div>
+
| Req115, NO RECORD, Completed.
| ITEM AGGREGATES
 
| (Future)
 
| Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.
 
|
 
 
|-
 
|-
| <div id="Req113">Req113</div>
+
| Req116, PROBLEM WITH LEAVES TEXT, Completed.
| RACE SPECIFIC PROFESSION NAMES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req114">Req114</div>
+
| Req117, PET CAGE ASSIGNMENT PROBLEM, (Future): Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
| DWARF LEVEL TWISTING ISSUES
 
| Completed
 
| Can see/shoot through dwarf twisted areas improperly sometimes.
 
|
 
 
|-
 
|-
| <div id="Req115">Req115</div>
+
| Req118, SOLDIER STATIONING LOAD PROBLEM, Completed: Bug with soldier stationing after load.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req116">Req116</div>
+
| Req119, LOSS OF THREAD PLANT RESOURCES, Completed: It still gives you one thread from pig tail(5).
| PROBLEM WITH LEAVES TEXT
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req117">Req117</div>
+
| Req120, OFF DUTY SOLDIER STORES, (Future): Off-duty soldiers don't store their belongings, but they should.
| PET CAGE ASSIGNMENT PROBLEM
 
| (Future)
 
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
 
|
 
 
|-
 
|-
| <div id="Req118">Req118</div>
+
| Req121, BACKPACK AND QUIVER USE, Completed: Problem with quivers and backpacks conflicting in dwarf mode especially.
| SOLDIER STATIONING LOAD PROBLEM
 
| Completed
 
| Bug with soldier stationing after load.
 
|
 
 
|-
 
|-
| <div id="Req119">Req119</div>
+
| Req122, RESPECT BELT SLOT, Completed: The belt inventory slot is created by pants, but this is only partially respected.
| LOSS OF THREAD PLANT RESOURCES
 
| Completed
 
| It still gives you one thread from pig tail(5).
 
|
 
 
|-
 
|-
| <div id="Req120">Req120</div>
+
| Req123, NO RECORD, Completed.
| OFF DUTY SOLDIER STORES
 
| (Future)
 
| Off-duty soldiers don't store their belongings, but they should.
 
|
 
 
|-
 
|-
| <div id="Req121">Req121</div>
+
| Req124, CAVE-IN RAMIFICATIONS, (Future): There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
| BACKPACK AND QUIVER USE
 
| Completed
 
| Problem with quivers and backpacks conflicting in dwarf mode especially.
 
|
 
 
|-
 
|-
| <div id="Req122">Req122</div>
+
| Req125, BUILDING DAMAGE AND INVADERS, (Future): Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
| RESPECT BELT SLOT
 
| Completed
 
| The belt inventory slot is created by pants, but this is only partially respected.
 
|
 
 
|-
 
|-
| <div id="Req123">Req123</div>
+
| Req126, INVADERS AND WELLS, Completed: (Obsolete) Invaders are blocked by wells, but they don't destroy them.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req124">Req124</div>
+
| Req127, CLARIFY DOOR DESIGNATIONS, Completed: The door designations are very confusing right now.
| CAVE-IN RAMIFICATIONS
 
| (Future)
 
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
 
|
 
 
|-
 
|-
| <div id="Req125">Req125</div>
+
| Req128, TRAFFIC JAMS, Completed: The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
| BUILDING DAMAGE AND INVADERS
 
| (Future)
 
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
 
|
 
 
|-
 
|-
| <div id="Req126">Req126</div>
+
| Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.
| INVADERS AND WELLS
 
| Completed
 
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.
 
|
 
 
|-
 
|-
| <div id="Req127">Req127</div>
+
| Req130, SOME MORE END GAME STUFF, (Future).
| CLARIFY DOOR DESIGNATIONS
 
| Completed
 
| The door designations are very confusing right now.
 
|
 
 
|-
 
|-
| <div id="Req128">Req128</div>
+
| Req131, RECEIVING OFFERINGS, (Future): When you get king, you should receive offerings.
| TRAFFIC JAMS
 
| Completed
 
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
 
|
 
 
|-
 
|-
| <div id="Req129">Req129</div>
+
| Req132, ELF CHECK DEFICIENCIES, (Future): Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
| IMPROVE COOKING
 
| (Future)
 
| More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.
 
|
 
 
|-
 
|-
| <div id="Req130">Req130</div>
+
| Req133, ELVEN TRADE GOODS, (Future): Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
| SOME MORE END GAME STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Req131">Req131</div>
+
| Req134, FORTIFICATION OBJECT PROBLEMS, (Future): Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
| RECEIVING OFFERINGS
 
| (Future)
 
| When you get king, you should receive offerings.
 
|
 
 
|-
 
|-
| <div id="Req132">Req132</div>
+
| Req135, HIDDEN REQUIRED FUN STUFF, (Future).
| ELF CHECK DEFICIENCIES
 
| (Future)
 
| Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
 
|
 
 
|-
 
|-
| <div id="Req133">Req133</div>
+
| Req136, ADVANCED STEALTH, (Future): Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.
| ELVEN TRADE GOODS
 
| (Future)
 
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
 
|
 
 
|-
 
|-
| <div id="Req134">Req134</div>
+
| Req137, ORPHANED BABIES, (Future): Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.
| FORTIFICATION OBJECT PROBLEMS
 
| (Future)
 
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
 
|
 
 
|-
 
|-
| <div id="Req135">Req135</div>
+
| Req138, ALCHEMY AND HEALING, (Future): Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.
| HIDDEN REQUIRED FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Req136">Req136</div>
+
| Req139, POSSIBLE KO BUG, Completed: Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
| ADVANCED STEALTH
 
| (Future)
 
| Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.
 
|
 
 
|-
 
|-
| <div id="Req137">Req137</div>
+
| Req140, BETTER JOB CANCELLATION, (Future): If you are a few steps from completing your job and get a little hungry, you should stick it out.
| ORPHANED BABIES
 
| (Future)
 
| Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.
 
|
 
 
|-
 
|-
| <div id="Req138">Req138</div>
+
| Req141, HANDLE DISCONNECTED COMPONENTS, Completed: Sometimes needs to deal with disconnected caves on loss.
| ALCHEMY AND HEALING
 
| (Future)
 
| Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.
 
|
 
 
|-
 
|-
| <div id="Req139">Req139</div>
+
| Req142, WEIGHT/INJURY INTERFACE, (Future): It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.
| POSSIBLE KO BUG
 
| Completed
 
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
 
|
 
 
|-
 
|-
| <div id="Req140">Req140</div>
+
| Req143, ADVENTURE WEAR ISSUES, (Future): The wearing things in adventure mode should take time and be interruptable.
| BETTER JOB CANCELLATION
 
| (Future)
 
| If you are a few steps from completing your job and get a little hungry, you should stick it out.
 
|
 
 
|-
 
|-
| <div id="Req141">Req141</div>
+
| Req144, NAME ENTRY, Completed: Ability to enter name manually, at least your first name (which is never translated).
| HANDLE DISCONNECTED COMPONENTS
 
| Completed
 
| Sometimes needs to deal with disconnected caves on loss.
 
|
 
 
|-
 
|-
| <div id="Req142">Req142</div>
+
| Req145, CHANNEL INTERFACE PROBLEMS, Completed: Sometimes channels can display several times because of the way it links them. This can be changed.
| WEIGHT/INJURY INTERFACE
 
| (Future)
 
| It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.
 
|
 
 
|-
 
|-
| <div id="Req143">Req143</div>
+
| Req146, PILE ISSUES, (Future): Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
| ADVENTURE WEAR ISSUES
 
| (Future)
 
| The wearing things in adventure mode should take time and be interruptable.
 
|
 
 
|-
 
|-
| <div id="Req144">Req144</div>
+
| Req147, BUILD PATH VIOLATION, Completed.
| NAME ENTRY
 
| Completed
 
| Ability to enter name manually, at least your first name (which is never translated).
 
|
 
 
|-
 
|-
| <div id="Req145">Req145</div>
+
| Req148, EXPANDED DUNGEON AI, (Future): Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.
| CHANNEL INTERFACE PROBLEMS
 
| Completed
 
| Sometimes channels can display several times because of the way it links them. This can be changed.
 
|
 
 
|-
 
|-
| <div id="Req146">Req146</div>
+
| Req149, FINISH ITEM DAMAGE, (Future): Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.
| PILE ISSUES
 
| (Future)
 
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
 
|
 
 
|-
 
|-
| <div id="Req147">Req147</div>
+
| Req150, SAFE-CAGING ISSUES, Completed: Possible problem with caging dangerous animals.
| BUILD PATH VIOLATION
+
|}
| Completed
+
==Reqs 151 - 200==
|  
+
{| class="wikitable"
|  
+
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
 +
|-
 +
 
 +
| style="width:100%;" |Req151, LEGENDS SCREEN, Completed.
 
|-
 
|-
| <div id="Req148">Req148</div>
+
| Req152, GRAMMAR PROBLEMS, (Future): There are various grammar problems.
| EXPANDED DUNGEON AI
 
| (Future)
 
| Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.
 
|
 
 
|-
 
|-
| <div id="Req149">Req149</div>
+
| Req153, LINE DRAWING, Completed: Basic problem with how line code treats adjacent squares.
| FINISH ITEM DAMAGE
 
| (Future)
 
| Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.
 
|
 
 
|-
 
|-
| <div id="Req150">Req150</div>
+
| Req154, PROBLEM WITH SECONDARY SCROLLING, Completed.
| SAFE-CAGING ISSUES
 
| Completed
 
| Possible problem with caging dangerous animals.
 
|
 
 
|-
 
|-
| <div id="Req151">Req151</div>
+
| Req155, NO RECORD, Completed.
| LEGENDS SCREEN
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req152">Req152</div>
+
| Req156, PROJECTILE UNIT KILL CAUSES, (Future): Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.
| GRAMMAR PROBLEMS
 
| (Future)
 
| There are various grammar problems.
 
|
 
 
|-
 
|-
| <div id="Req153">Req153</div>
+
| Req157, PROBLEM WITH DISTANCE CALCULATION, Completed.
| LINE DRAWING
 
| Completed
 
| Basic problem with how line code treats adjacent squares.
 
|
 
 
|-
 
|-
| <div id="Req154">Req154</div>
+
| Req158, THEFT WEIGHT LIMITS, (Future): Fix up theft weight limits. They are currently arbitrary.
| PROBLEM WITH SECONDARY SCROLLING
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req155">Req155</div>
+
| Req159, ANIMAL MISCHIEF BROKEN, Completed.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req156">Req156</div>
+
| Req160, INVENTORY PROBLEMS, Completed.
| PROJECTILE UNIT KILL CAUSES
 
| (Future)
 
| Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.
 
|
 
 
|-
 
|-
| <div id="Req157">Req157</div>
+
| Req161, LEADER TITLES, (Future): Civilization leaders need proper titles.
| PROBLEM WITH DISTANCE CALCULATION
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req158">Req158</div>
+
| Req162, ENTITY RECIPES, (Future): Civilization initial recipes. This also includes some food management for civs so food items can be created more easily. Requires Req129.
| THEFT WEIGHT LIMITS
 
| (Future)
 
| Fix up theft weight limits. They are currently arbitrary.
 
|
 
 
|-
 
|-
| <div id="Req159">Req159</div>
+
| Req163, NEMESIS SAVE BUG, Completed.
| ANIMAL MISCHIEF BROKEN
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req160">Req160</div>
+
| Req164, ITEM DAMAGE ISSUES, (Future): Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
| INVENTORY PROBLEMS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req161">Req161</div>
+
| Req165, REFINE POISONING, (Future): Refine unit contamination amounts and levels.
| LEADER TITLES
 
| (Future)
 
| Civilization leaders need proper titles.
 
|
 
 
|-
 
|-
| <div id="Req162">Req162</div>
+
| Req166, REFINE WAGON AI, Completed: Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
| ENTITY RECIPES
 
| (Future)
 
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.
 
| [[#Req129|Req129]]
 
 
|-
 
|-
| <div id="Req163">Req163</div>
+
| Req167, NO RECORD, Completed.
| NEMESIS SAVE BUG
+
|-
| Completed
+
| Req168, ADVENTURER RIDERS, (Future): Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
|  
 
|  
 
 
|-
 
|-
| <div id="Req164">Req164</div>
+
| Req169, RAMP USAGE, Completed.
| ITEM DAMAGE ISSUES
 
| (Future)
 
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
 
|
 
 
|-
 
|-
| <div id="Req165">Req165</div>
+
| Req170, PROBLEM WITH ANIMAL TRAINING AND 3D, Completed.
| REFINE POISONING
 
| (Future)
 
| Refine unit contamination amounts and levels.
 
|
 
 
|-
 
|-
| <div id="Req166">Req166</div>
+
| Req171, TARGETING AND MOVEMENT ISSUES, (Future): Some adventure mode melee targeting and movement code issues.
| REFINE WAGON AI
 
| Completed
 
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
 
|
 
 
|-
 
|-
| <div id="Req167">Req167</div>
+
| Req172, PROBLEM WITH MULTIPLE HUMAN CIVS, (Future): It only checks one human civ per season, so some of the update code can work too slowly.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req168">Req168</div>
+
| Req173, CULLING, (Future): Cull things when there are too many. It needs to pick the things that are less likely to be missed.
| ADVENTURER RIDERS
 
| (Future)
 
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
 
|
 
 
|-
 
|-
| <div id="Req169">Req169</div>
+
| Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.
| RAMP USAGE
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req170">Req170</div>
+
| Req175, TRADE OPTIMIZATION, (Future): Improve trading code.
| PROBLEM WITH ANIMAL TRAINING AND 3D
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req171">Req171</div>
+
| Req176, PET TRADE PROBLEM, Completed.
| TARGETING AND MOVEMENT ISSUES
 
| (Future)
 
| Some adventure mode melee targeting and movement code issues.
 
|
 
 
|-
 
|-
| <div id="Req172">Req172</div>
+
| Req177, KING ENTOURAGE, (Future): Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
| PROBLEM WITH MULTIPLE HUMAN CIVS
 
| (Future)
 
| It only checks one human civ per season, so some of the update code can work too slowly.
 
|
 
 
|-
 
|-
| <div id="Req173">Req173</div>
+
| Req178, NO RECORD, Completed.
| CULLING
 
| (Future)
 
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.
 
|
 
 
|-
 
|-
| <div id="Req174">Req174</div>
+
| Req179, SMALL PET INVENTORY DESCRIPTIONS, (Future): Pet-in-inventory descriptions need to respect the body of the holder.
| REASON FOR OFFERING
 
| (Future)
 
| There's no point of offering goods to your own king right now.
 
|
 
 
|-
 
|-
| <div id="Req175">Req175</div>
+
| Req180, ENGRAVING LOOK PROBLEMS, (Future): You can see engraving descriptions even if you are off of the facing level.
| TRADE OPTIMIZATION
 
| (Future)
 
| Improve trading code.
 
|
 
 
|-
 
|-
| <div id="Req176">Req176</div>
+
| Req181, MOUNT PROJECTILE ISSUES, (Future): There are potential problems with riders when mount becomes projectile.
| PET TRADE PROBLEM
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req177">Req177</div>
+
| Req182, BUILDING PLACEMENT INTERFACE, Completed: Need to explain why red X appears.
| KING ENTOURAGE
 
| (Future)
 
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
 
|
 
 
|-
 
|-
| <div id="Req178">Req178</div>
+
| Req183, LOOK/SHOOT INTERFACE, (Future): Improve look interface code a bit. Let you choose targets in shoot/throw.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req179">Req179</div>
+
| Req184, FLOORS IN LOOK SENTENCES, Completed: In the look sentence in adventure mode, it could include information about the floor type.
| SMALL PET INVENTORY DESCRIPTIONS
 
| (Future)
 
| Pet-in-inventory descriptions need to respect the body of the holder.
 
|
 
 
|-
 
|-
| <div id="Req180">Req180</div>
+
| Req185, NO RECORD, Completed.
| ENGRAVING LOOK PROBLEMS
 
| (Future)
 
| You can see engraving descriptions even if you are off of the facing level.
 
|
 
 
|-
 
|-
| <div id="Req181">Req181</div>
+
| Req186, PROPER CIV NEIGHBORS, (Future): Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.
| MOUNT PROJECTILE ISSUES
 
| (Future)
 
| There are potential problems with riders when mount becomes projectile.
 
|
 
 
|-
 
|-
| <div id="Req182">Req182</div>
+
| Req187, SEVER EFFECTS, Completed: Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.
| BUILDING PLACEMENT INTERFACE
 
| Completed
 
| Need to explain why red X appears.
 
|
 
 
|-
 
|-
| <div id="Req183">Req183</div>
+
| Req188, SPEED REFINEMENT, (Future): Differentiate attack and move speed. This has many ramifications and associated difficulties.
| LOOK/SHOOT INTERFACE
 
| (Future)
 
| Improve look interface code a bit. Let you choose targets in shoot/throw.
 
|
 
 
|-
 
|-
| <div id="Req184">Req184</div>
+
| Req189, ARCHER ARMOR START SKILLS, (Future): Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
| FLOORS IN LOOK SENTENCES
 
| Completed
 
| In the look sentence in adventure mode, it could include information about the floor type.
 
|
 
 
|-
 
|-
| <div id="Req185">Req185</div>
+
| Req190, CREATURE KNOWLEDGE, (Future): Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req186">Req186</div>
+
| Req191, TREE PREFERENCES, (Future): Tree preferences are fairly arbitrary right now.
| PROPER CIV NEIGHBORS
 
| (Future)
 
| Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.
 
|
 
 
|-
 
|-
| <div id="Req187">Req187</div>
+
| Req192, TRANCE BONUSES, (Future): Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
| SEVER EFFECTS
 
| Completed
 
| Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.
 
|
 
 
|-
 
|-
| <div id="Req188">Req188</div>
+
| Req193, CHANGE ITEM ACQUISITION, (Future): When people choose inventory items they like, they don't consider dropping what they are already wearing.
| SPEED REFINEMENT
 
| (Future)
 
| Differentiate attack and move speed. This has many ramifications and associated difficulties.
 
|
 
 
|-
 
|-
| <div id="Req189">Req189</div>
+
| Req194, STARTING BELT OBJECTS, (Future): Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
| ARCHER ARMOR START SKILLS
 
| (Future)
 
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
 
|
 
 
|-
 
|-
| <div id="Req190">Req190</div>
+
| Req195, ITEM MATERIAL PROBLEM, Completed.
| CREATURE KNOWLEDGE
 
| (Future)
 
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
 
|
 
 
|-
 
|-
| <div id="Req191">Req191</div>
+
| Req196, DRINK APPRECIATION PROBLEM, (Future): Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
| TREE PREFERENCES
 
| (Future)
 
| Tree preferences are fairly arbitrary right now.
 
|
 
 
|-
 
|-
| <div id="Req192">Req192</div>
+
| Req197, BUTCHERY OPTIMIZATION, (Future): The butchery code can be consolidated with some other sections of the program.
| TRANCE BONUSES
 
| (Future)
 
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
 
|
 
 
|-
 
|-
| <div id="Req193">Req193</div>
+
| Req198, KO VOMIT CHOKE, (Future): If you are knocked out, you should choke if you vomit sometimes.
| CHANGE ITEM ACQUISITION
 
| (Future)
 
| When people choose inventory items they like, they don't consider dropping what they are already wearing.
 
|
 
 
|-
 
|-
| <div id="Req194">Req194</div>
+
| Req199, VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION, (Future): There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
| STARTING BELT OBJECTS
+
|}
| (Future)
+
==Reqs 201 - 250==
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
+
{| class="wikitable"
|  
+
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
 
|-
 
|-
| <div id="Req195">Req195</div>
+
 
| ITEM MATERIAL PROBLEM
+
| style="width:100%;" | Req200, ARCHER ISSUES, (Future): Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req196">Req196</div>
+
| Req201, POTENTIAL PROJECTILE PROBLEM, (Future): No symptoms, just a code-check.
| DRINK APPRECIATION PROBLEM
 
| (Future)
 
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
 
|
 
 
|-
 
|-
| <div id="Req197">Req197</div>
+
| Req202, DRESS/ROBE PROBLEM, Completed: If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
| BUTCHERY OPTIMIZATION
 
| (Future)
 
| The butchery code can be consolidated with some other sections of the program.
 
|
 
 
|-
 
|-
| <div id="Req198">Req198</div>
+
| Req203, PROPER HEALING, (Future): Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
| KO VOMIT CHOKE
 
| (Future)
 
| If you are knocked out, you should choke if you vomit sometimes.
 
|
 
 
|-
 
|-
| <div id="Req199">Req199</div>
+
| Req204, MID-TRADE GAME ENDINGS, (Future): If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION
 
| (Future)
 
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
 
|
 
 
|-
 
|-
| <div id="Req200">Req200</div>
+
| Req205, NO RECORD, Completed.
| ARCHER ISSUES
 
| (Future)
 
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
 
|
 
 
|-
 
|-
| <div id="Req201">Req201</div>
+
| Req206, ITEM WRESTLING, (Future): Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
| POTENTIAL PROJECTILE PROBLEM
 
| (Future)
 
| No symptoms, just a code-check.
 
|
 
 
|-
 
|-
| <div id="Req202">Req202</div>
+
| Req207, CONSOLIDATE MISS ANNOUNCEMENTS, (Future): Consolidate repeated miss announcements. A few other announcements could also be collapsed.
| DRESS/ROBE PROBLEM
 
| Completed
 
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
 
|
 
 
|-
 
|-
| <div id="Req203">Req203</div>
+
| Req208, DEAL WITH POTASH VS ASH, Completed.
| PROPER HEALING
 
| (Future)
 
| Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
 
|
 
 
|-
 
|-
| <div id="Req204">Req204</div>
+
| Req209, ENTITY DEF ITEM TYPES, Completed.
| MID-TRADE GAME ENDINGS
 
| (Future)
 
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
 
|
 
 
|-
 
|-
| <div id="Req205">Req205</div>
+
| Req210, GROUP SKILLS IN STARTUP, Completed.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req206">Req206</div>
+
| Req211, TOMB STORAGE AND ACCESSIBILITY, (Future): Problem storing inaccessible body in tomb. The job was repeatedly created.
| ITEM WRESTLING
 
| (Future)
 
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
 
|
 
 
|-
 
|-
| <div id="Req207">Req207</div>
+
| Req212, RE-EVALUATE HAUL LOCATIONS, Completed: A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.
| CONSOLIDATE MISS ANNOUNCEMENTS
 
| (Future)
 
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.
 
|
 
 
|-
 
|-
| <div id="Req208">Req208</div>
+
| Req213, BABY SEARCHER PROBLEM, Completed: Thirsty mothers cannot seek lost babies effectively.
| DEAL WITH POTASH VS ASH
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req209">Req209</div>
+
| Req214, START SCENARIOS, (Future): See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.
| ENTITY DEF ITEM TYPES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req210">Req210</div>
+
| Req215, NEMESIS SAVE BUG, Completed.
| GROUP SKILLS IN STARTUP
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req211">Req211</div>
+
| Req216, SOME DISPLAY RATE ISSUES, Completed.
| TOMB STORAGE AND ACCESSIBILITY
 
| (Future)
 
| Problem storing inaccessible body in tomb. The job was repeatedly created.
 
|
 
 
|-
 
|-
| <div id="Req212">Req212</div>
+
| Req217, BUILDING CONSTRUCTION PROBLEM, (Future): Suspend building constructions if item blocking the build site are unreachable.
| RE-EVALUATE HAUL LOCATIONS
 
| Completed
 
| A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.
 
|
 
 
|-
 
|-
| <div id="Req213">Req213</div>
+
| Req218, MERCHANT ANNOUNCEMENTS, (Future): Notification when merchants are done unloading.
| BABY SEARCHER PROBLEM
 
| Completed
 
| Thirsty mothers cannot seek lost babies effectively.
 
|
 
 
|-
 
|-
| <div id="Req214">Req214</div>
+
| Req219, VERMIN PROBLEM, (Future): Possibly issue when cleaning vermin references.
| START SCENARIOS
 
| (Future)
 
| See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.
 
|
 
 
|-
 
|-
| <div id="Req215">Req215</div>
+
| Req220, MULTIPLE DEPOTS, (Future): Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
| NEMESIS SAVE BUG
+
|-
| Completed
+
| Req221, HISTORY GENERATION, Completed: Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.
|
 
|
 
 
|-
 
|-
| <div id="Req216">Req216</div>
+
| Req222, SAVE COIN BATCHES GLOBALLY, Completed.
| SOME DISPLAY RATE ISSUES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req217">Req217</div>
+
| Req223, SET RACE MAKER PROPERLY ON ITEMS, Completed.
| BUILDING CONSTRUCTION PROBLEM
 
| (Future)
 
| Suspend building constructions if item blocking the build site are unreachable.
 
|
 
 
|-
 
|-
| <div id="Req218">Req218</div>
+
| Req224, PARRYING AND ITEMS, (Future): Refine parrying chances, based on item type.
| MERCHANT ANNOUNCEMENTS
 
| (Future)
 
| Notification when merchants are done unloading.
 
|
 
 
|-
 
|-
| <div id="Req219">Req219</div>
+
| Req225, BUILD PATH VIOLATION, Completed.
| VERMIN PROBLEM
 
| (Future)
 
| Possibly issue when cleaning vermin references.
 
|
 
 
|-
 
|-
| <div id="Req220">Req220</div>
+
| Req226, BUILDING ADMIRATION BUG, (Future): A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
| MULTIPLE DEPOTS
 
| (Future)
 
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
 
|
 
 
|-
 
|-
| <div id="Req221">Req221</div>
+
| Req227, PEAKS AND VOLCANOS, Completed: Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.
| HISTORY GENERATION
 
| Completed
 
| Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.
 
|
 
 
|-
 
|-
| <div id="Req222">Req222</div>
+
| Req228, ALLOW MULTIPLE SITES IN A SQUARE, Completed.
| SAVE COIN BATCHES GLOBALLY
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req223">Req223</div>
+
| Req229, PROBLEM WITH SUBREGION TYPING, Completed.
| SET RACE MAKER PROPERLY ON ITEMS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req224">Req224</div>
+
| Req230, AIMED SHOTS AND BODYPART SIZES, (Future): Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.
| PARRYING AND ITEMS
 
| (Future)
 
| Refine parrying chances, based on item type.
 
|
 
 
|-
 
|-
| <div id="Req225">Req225</div>
+
| Req231, NO RECORD, Completed.
| BUILD PATH VIOLATION
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req226">Req226</div>
+
| Req232, CAVE RIVER ENTITIES, (Future): Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
| BUILDING ADMIRATION BUG
 
| (Future)
 
| A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
 
|
 
 
|-
 
|-
| <div id="Req227">Req227</div>
+
| Req233, ISSUES WITH ITEM SHARING, Completed: There are some potential problems with shared items that need to be addressed.
| PEAKS AND VOLCANOS
 
| Completed
 
| Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.
 
|
 
 
|-
 
|-
| <div id="Req228">Req228</div>
+
| Req234, MULTIGRASP WEAPON PROBLEM, (Future): It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
| ALLOW MULTIPLE SITES IN A SQUARE
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req229">Req229</div>
+
| Req235, ENTITY ARMOR ISSUES, Completed: For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
| PROBLEM WITH SUBREGION TYPING
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req230">Req230</div>
+
| Req236, ADVENTURE MODE BUILDING INTERACTIONS, (Future): Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.
| AIMED SHOTS AND BODYPART SIZES
 
| (Future)
 
| Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.
 
|
 
 
|-
 
|-
| <div id="Req231">Req231</div>
+
| Req237, ASKING ABOUT SURROUNDINGS, Completed.
| NO RECORD
+
|-
| Completed
+
| Req238, IMPROVE SMELTING, Completed.
|
 
|
 
 
|-
 
|-
| <div id="Req232">Req232</div>
+
| Req239, REMOVE STRANGE NOBLE REQUESTS, Completed.
| CAVE RIVER ENTITIES
 
| (Future)
 
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
 
|
 
 
|-
 
|-
| <div id="Req233">Req233</div>
+
| Req240, HAVE CONTENTS CHECKED FOR BAD TRADES, Completed.
| ISSUES WITH ITEM SHARING
 
| Completed
 
| There are some potential problems with shared items that need to be addressed.
 
|
 
 
|-
 
|-
| <div id="Req234">Req234</div>
+
| Req241, PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS, Completed.
| MULTIGRASP WEAPON PROBLEM
 
| (Future)
 
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
 
|
 
 
|-
 
|-
| <div id="Req235">Req235</div>
+
| Req242, HIDE TRAPS FROM ADVENTURER, Completed.
| ENTITY ARMOR ISSUES
 
| Completed
 
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
 
|
 
 
|-
 
|-
| <div id="Req236">Req236</div>
+
| Req243, PROBLEM WITH GRAB-TEARS, Completed.
| ADVENTURE MODE BUILDING INTERACTIONS
 
| (Future)
 
| Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.
 
|
 
 
|-
 
|-
| <div id="Req237">Req237</div>
+
| Req244, PLACE CREATURES IN LARGE COMPONENTS, Completed.
| ASKING ABOUT SURROUNDINGS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req238">Req238</div>
+
| Req245, PROBLEM WITH FULLSCREEN FONTS, Completed.
| IMPROVE SMELTING
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req239">Req239</div>
+
| Req246, FINISH USING ENTITY ITEMS, Completed.
| REMOVE STRANGE NOBLE REQUESTS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req240">Req240</div>
+
| Req247, IMPROVE END GAME, Completed.
| HAVE CONTENTS CHECKED FOR BAD TRADES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req241">Req241</div>
+
| Req248, IMPROVED CAVE POPULATIONS, Completed.
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req242">Req242</div>
+
| Req249, ADVENTURE STORE RESTOCKING, (Future): Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features. Requires Core3.
| HIDE TRAPS FROM ADVENTURER
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req243">Req243</div>
+
| Req250, DEAL WITH HIRING RETIREES, Completed.
| PROBLEM WITH GRAB-TEARS
+
|}
| Completed
+
==Reqs 251 - 300==
|  
+
{| class="wikitable"
|  
+
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
 
|-
 
|-
| <div id="Req244">Req244</div>
+
 
| PLACE CREATURES IN LARGE COMPONENTS
+
| style="width:100%;" | Req251, PATH BLOCK MESSAGES, Completed: On a hunt job, path block message was issued repeatedly.
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req245">Req245</div>
+
| Req252, USE BARRACKS BEDS, (Future): People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
| PROBLEM WITH FULLSCREEN FONTS
+
|-
| Completed
+
| Req253, JUSTICE MANDATE NUMBERS, (Future): The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
|  
 
|  
 
 
|-
 
|-
| <div id="Req246">Req246</div>
+
| Req254, ASSIGN WEAPON PREFS FROM MIL SCREEN, Completed.
| FINISH USING ENTITY ITEMS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req247">Req247</div>
+
| Req255, IMPROVE SQUAD SELECTION, Completed.
| IMPROVE END GAME
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req248">Req248</div>
+
| Req256, BUTCHERY ISSUES, (Future): Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
| IMPROVED CAVE POPULATIONS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req249">Req249</div>
+
| Req257, TYPES OF EATERS, (Future): It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
| ADVENTURE STORE RESTOCKING
 
| (Future)
 
| Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features.
 
| [[#Core3|Core3]]
 
 
|-
 
|-
| <div id="Req250">Req250</div>
+
| Req258, STRANGE MOOD HELP, (Future): Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.
| DEAL WITH HIRING RETIREES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req251">Req251</div>
+
| Req259, PROBLEM WITH SLAYER NAMES, Completed.
| PATH BLOCK MESSAGES
 
| Completed
 
| On a hunt job, path block message was issued repeatedly.
 
|
 
 
|-
 
|-
| <div id="Req252">Req252</div>
+
| Req260, DEGREES OF BARTERING, (Future): Merchants need to tell you the extent to which your offer failed.
| USE BARRACKS BEDS
 
| (Future)
 
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
 
|
 
 
|-
 
|-
| <div id="Req253">Req253</div>
+
| Req261, BARTER CONTAINER PROBLEMS, (Future): In adventure mode, container contents mess up bartering in a number of ways.
| JUSTICE MANDATE NUMBERS
 
| (Future)
 
| The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
 
|
 
 
|-
 
|-
| <div id="Req254">Req254</div>
+
| Req262, PROBLEMS WITH WATER, Completed: Water currently rots and should be value zero.
| ASSIGN WEAPON PREFS FROM MIL SCREEN
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req255">Req255</div>
+
| Req263, INAPPROPRIATE CONTAINERS, (Future): Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
| IMPROVE SQUAD SELECTION
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req256">Req256</div>
+
| Req264, STOP SPEAKING TO UNINTELLIGENT CREATURES, Completed.
| BUTCHERY ISSUES
 
| (Future)
 
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
 
|
 
 
|-
 
|-
| <div id="Req257">Req257</div>
+
| Req265, RETIREMENT ISSUES, (Future): Shouldn't be able to retire while you are talking or otherwise in the middle of something.
| TYPES OF EATERS
 
| (Future)
 
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
 
|
 
 
|-
 
|-
| <div id="Req258">Req258</div>
+
| Req266, SITE LOOTING, (Future): Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.
| STRANGE MOOD HELP
 
| (Future)
 
| Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.
 
|
 
 
|-
 
|-
| <div id="Req259">Req259</div>
+
| Req267, PERSISTENCE OF CORPSE ASSOCIATIONS, Completed.
| PROBLEM WITH SLAYER NAMES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req260">Req260</div>
+
| Req268, ADVENTURE MODE TWEAK, Completed.
| DEGREES OF BARTERING
 
| (Future)
 
| Merchants need to tell you the extent to which your offer failed.
 
|
 
 
|-
 
|-
| <div id="Req261">Req261</div>
+
| Req269, PROBLEM WITH CAVE POPULATIONS BEING IN TOWN, Completed.
| BARTER CONTAINER PROBLEMS
 
| (Future)
 
| In adventure mode, container contents mess up bartering in a number of ways.
 
|
 
 
|-
 
|-
| <div id="Req262">Req262</div>
+
| Req270, AUTOSAVE, Completed: We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.
| PROBLEMS WITH WATER
+
|-
| Completed
+
| Req271, SAND ISSUES, Completed: Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
| Water currently rots and should be value zero.
 
|
 
 
|-
 
|-
| <div id="Req263">Req263</div>
+
| Req272, CLARIFY COIN QUOTAS, Completed: When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
| INAPPROPRIATE CONTAINERS
 
| (Future)
 
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
 
|
 
 
|-
 
|-
| <div id="Req264">Req264</div>
+
| Req273, STATE OF EMERGENCY, (Future): Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.
| STOP SPEAKING TO UNINTELLIGENT CREATURES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req265">Req265</div>
+
| Req274, ABORTING WORLD GENERATION, Completed: Ability to leave history generation in the middle.
| RETIREMENT ISSUES
 
| (Future)
 
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.
 
|
 
 
|-
 
|-
| <div id="Req266">Req266</div>
+
| Req275, KIDNAPPING ISSUES, Completed: Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
| SITE LOOTING
 
| (Future)
 
| Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.
 
|
 
 
|-
 
|-
| <div id="Req267">Req267</div>
+
| Req276, STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS, Completed.
| PERSISTENCE OF CORPSE ASSOCIATIONS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req268">Req268</div>
+
| Req277, STRANDED NEMESES, (Future): Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
| ADVENTURE MODE TWEAK
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req269">Req269</div>
+
| Req278, COIN STACKS, Completed: Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req270">Req270</div>
+
| Req279, MERCHANT COUNTER-OFFERS, Completed: Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.
| AUTOSAVE
 
| Completed
 
| We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.
 
|
 
 
|-
 
|-
| <div id="Req271">Req271</div>
+
| Req280, STAIRWAY BLOCKAGE INFORMATION, Completed: Needs to tell you why stairways are blocked when you fail to move.
| SAND ISSUES
 
| Completed
 
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
 
|
 
 
|-
 
|-
| <div id="Req272">Req272</div>
+
| Req281, RESPECT NEMESIS INVENTORIES, Completed.
| CLARIFY COIN QUOTAS
 
| Completed
 
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
 
|
 
 
|-
 
|-
| <div id="Req273">Req273</div>
+
| Req282, ERRONEOUS COMBAT MESSAGES, Completed.
| STATE OF EMERGENCY
 
| (Future)
 
| Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.
 
|
 
 
|-
 
|-
| <div id="Req274">Req274</div>
+
| Req283, CHANGED SOME END GAME PARAMETERS, Completed.
| ABORTING WORLD GENERATION
 
| Completed
 
| Ability to leave history generation in the middle.
 
|
 
 
|-
 
|-
| <div id="Req275">Req275</div>
+
| Req284, CONTAINER PLACEMENT, (Future): Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
| KIDNAPPING ISSUES
 
| Completed
 
| Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
 
|
 
 
|-
 
|-
| <div id="Req276">Req276</div>
+
| Req285, OLD BLOODY WALLS, (Future): Need to handle bloody river walls in dwarf mode.
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req277">Req277</div>
+
| Req286, HUNTER SLEEP PREFS, (Future): Make hunters sleep on the ground only while hunting.
| STRANDED NEMESES
 
| (Future)
 
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
 
|
 
 
|-
 
|-
| <div id="Req278">Req278</div>
+
| Req287, SPECIFIC MATERIAL USE, (Future): Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
| COIN STACKS
 
| Completed
 
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
 
|
 
 
|-
 
|-
| <div id="Req279">Req279</div>
+
| Req288, FLOODGATE PLACEMENT ISSUES, (Future): It's very common for people to get blocked off by floodgates while placing them.
| MERCHANT COUNTER-OFFERS
 
| Completed
 
| Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.
 
|
 
 
|-
 
|-
| <div id="Req280">Req280</div>
+
| Req289, MORE CLEANING, (Future): Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
| STAIRWAY BLOCKAGE INFORMATION
 
| Completed
 
| Needs to tell you why stairways are blocked when you fail to move.
 
|
 
 
|-
 
|-
| <div id="Req281">Req281</div>
+
| Req290, WIELD ISSUES, (Future): It can be confused about which object is wielded, and there are some issues about the primary hand.
| RESPECT NEMESIS INVENTORIES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req282">Req282</div>
+
| Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.
| ERRONEOUS COMBAT MESSAGES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req283">Req283</div>
+
| Req292, NO RECORD, Completed.
| CHANGED SOME END GAME PARAMETERS
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Req284">Req284</div>
+
| Req293, STORAGE OPTIMIZATION, Completed: The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.
| CONTAINER PLACEMENT
 
| (Future)
 
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
 
|
 
 
|-
 
|-
| <div id="Req285">Req285</div>
+
| Req294, NO SILK ROPE SKILLS, Completed: Does clothesmaking skill go up when silk ropes are made?
| OLD BLOODY WALLS
 
| (Future)
 
| Need to handle bloody river walls in dwarf mode.
 
|
 
 
|-
 
|-
| <div id="Req286">Req286</div>
+
| Req295, DROWNING ISSUES, Completed: Although drowning is generally harsh, there was a case of people just swimming around in the river.
| HUNTER SLEEP PREFS
 
| (Future)
 
| Make hunters sleep on the ground only while hunting.
 
|
 
 
|-
 
|-
| <div id="Req287">Req287</div>
+
| Req296, INDOOR PLANT DEATH, Completed: Some indoor bushes would die and disappear quickly.
| SPECIFIC MATERIAL USE
 
| (Future)
 
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
 
|
 
 
|-
 
|-
| <div id="Req288">Req288</div>
+
| Req297, INNER DEFENDERS, Completed: The inside defenders need to occasionally go on forays or you can just pick them off at range.
| FLOODGATE PLACEMENT ISSUES
 
| (Future)
 
| It's very common for people to get blocked off by floodgates while placing them.
 
|
 
 
|-
 
|-
| <div id="Req289">Req289</div>
+
| Req298, SLIDING UNDER ENEMIES, (Future): If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.
| MORE CLEANING
 
| (Future)
 
| Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
 
|
 
 
|-
 
|-
| <div id="Req290">Req290</div>
+
| Req299, RIVER SITE UPDATE, Completed: If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
| WIELD ISSUES
 
| (Future)
 
| It can be confused about which object is wielded, and there are some issues about the primary hand.
 
|
 
 
|-
 
|-
| <div id="Req291">Req291</div>
+
| Req300, TREE DISPLAY PROBLEM, (Future): Snow covered leafless deciduous trees aren't white.
| NOBLE DEATH
+
|}
| (Future)
+
==Reqs 301 - 350==
| Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.
+
{| class="wikitable"
|  
+
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
 
|-
 
|-
| <div id="Req292">Req292</div>
+
 
| NO RECORD
+
| style="width:100%;" |Req301, TRAP AVOIDANCE, (Future): Invaders shouldn't fall for traps if they've seen them used.
| Completed
 
|
 
|  
 
 
|-
 
|-
| <div id="Req293">Req293</div>
+
| Req302, ADVENTURER PROFESSIONS, (Future): Need to be able to tame the lizards you find, wood work, make clothes, whatever.
| STORAGE OPTIMIZATION
 
| Completed
 
| The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.
 
|
 
 
|-
 
|-
| <div id="Req294">Req294</div>
+
| Req303, ENTITY ENEMY LEGEND, (Future): If you become a town's enemy, it needs a legend event for it.
| NO SILK ROPE SKILLS
 
| Completed
 
| Does clothesmaking skill go up when silk ropes are made?
 
|
 
 
|-
 
|-
| <div id="Req295">Req295</div>
+
| Req304, STRANGE FOOD OWNERSHIP, (Future): Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.
| DROWNING ISSUES
 
| Completed
 
| Although drowning is generally harsh, there was a case of people just swimming around in the river.
 
|
 
 
|-
 
|-
| <div id="Req296">Req296</div>
+
| Req305, CHEAP BARRELS, (Future): In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.
| INDOOR PLANT DEATH
+
|-
| Completed
+
| Req306, UNIT NAME ISSUE, (Future): Technical problem with unit name display.
| Some indoor bushes would die and disappear quickly.
 
|
 
 
|-
 
|-
| <div id="Req297">Req297</div>
+
| Req307, BLANK TANTRUM MESSAGE, Completed: "(blank) is destroyed by Aliz, craftsdwarf."
| INNER DEFENDERS
 
| Completed
 
| The inside defenders need to occasionally go on forays or you can just pick them off at range.
 
|
 
 
|-
 
|-
| <div id="Req298">Req298</div>
+
| Req308, FARM FERTILIZER DISPLAY, Completed: Show fertilizer amount for farms where it has happened.
| SLIDING UNDER ENEMIES
 
| (Future)
 
| If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.
 
|
 
 
|-
 
|-
| <div id="Req299">Req299</div>
+
| Req309, CHANNEL/AQUEDUCT INTERACTIONS, Completed: Water should go from channels to aqueducts or you should be able to place floodgates on channels.
| RIVER SITE UPDATE
 
| Completed
 
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
 
|
 
 
|-
 
|-
| <div id="Req300">Req300</div>
+
| Req310, ITEM NAME ISSUE, Completed: Technical problem with item name display.
| TREE DISPLAY PROBLEM
 
| (Future)
 
| Snow covered leafless deciduous trees aren't white.
 
|
 
 
|-
 
|-
| <div id="Req301">Req301</div>
+
| Req311, MELEE TRAINING ISSUE, Completed: Melee training seems to be deadly again.
| TRAP AVOIDANCE
 
| (Future)
 
| Invaders shouldn't fall for traps if they've seen them used.
 
|
 
 
|-
 
|-
| <div id="Req302">Req302</div>
+
| Req312, DOUBLE IMPROVEMENTS, (Future): Artifact was studded with gold and gold.
| ADVENTURER PROFESSIONS
 
| (Future)
 
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.
 
|
 
 
|-
 
|-
| <div id="Req303">Req303</div>
+
| Req313, ROAD BUILDING, (Future): Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
| ENTITY ENEMY LEGEND
 
| (Future)
 
| If you become a town's enemy, it needs a legend event for it.
 
|
 
 
|-
 
|-
| <div id="Req304">Req304</div>
+
| Req314, LEGEND DISPLAY PROBLEM, (Future): Long history names busted -- it should instead place it on two lines if possible.
| STRANGE FOOD OWNERSHIP
 
| (Future)
 
| Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.
 
|
 
 
|-
 
|-
| <div id="Req305">Req305</div>
+
| Req315, REPEAT ATTACK BUTTON, (Future): Repeat attack button, esp. for specific wrestling.
| CHEAP BARRELS
 
| (Future)
 
| In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.
 
|
 
 
|-
 
|-
| <div id="Req306">Req306</div>
+
| Req316, WAIT KEY, Completed: Wait key in adventure mode.
| UNIT NAME ISSUE
 
| (Future)
 
| Technical problem with unit name display.
 
|
 
 
|-
 
|-
| <div id="Req307">Req307</div>
+
| Req317, CORRECT AGING, (Future): Need creatures to age properly when reloaded, incl. retirees.
| BLANK TANTRUM MESSAGE
 
| Completed
 
| "(blank) is destroyed by Aliz, craftsdwarf."
 
|
 
 
|-
 
|-
| <div id="Req308">Req308</div>
+
| Req318, ALCHEMY PILE, (Future): Alchemical pile filled with lye, vials and so on.
| FARM FERTILIZER DISPLAY
 
| Completed
 
| Show fertilizer amount for farms where it has happened.
 
|
 
 
|-
 
|-
| <div id="Req309">Req309</div>
+
| Req319, WAKE UP!, Completed: Adventure mode sleep needs to clear upon being attacked.
| CHANNEL/AQUEDUCT INTERACTIONS
 
| Completed
 
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.
 
|
 
 
|-
 
|-
| <div id="Req310">Req310</div>
+
| Req320, NAMING ISSUE, (Future): There's an issue with some unit names
| ITEM NAME ISSUE
 
| Completed
 
| Technical problem with item name display.
 
|
 
 
|-
 
|-
| <div id="Req311">Req311</div>
+
| Req321, ARCHERY PRACTICE GROUNDING, Completed: While doing archery practice, people that were grounded don't stand up until it's over.
| MELEE TRAINING ISSUE
 
| Completed
 
| Melee training seems to be deadly again.
 
|
 
 
|-
 
|-
| <div id="Req312">Req312</div>
+
| Req322, COIN BATCH ISSUE, Completed: Potential problems with coin batches for non-currencies. Need to check.
| DOUBLE IMPROVEMENTS
 
| (Future)
 
| Artifact was studded with gold and gold.
 
|
 
 
|-
 
|-
| <div id="Req313">Req313</div>
+
| Req323, BREAK EXPLOIT, (Future): Can draft then undraft to end breaks.
| ROAD BUILDING
 
| (Future)
 
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
 
|
 
 
|-
 
|-
| <div id="Req314">Req314</div>
+
| Req324, PROACTIVE BEAST ATTACKERS, (Future): The large beasts could afford to be slightly more aggressive.
| LEGEND DISPLAY PROBLEM
 
| (Future)
 
| Long history names busted -- it should instead place it on two lines if possible.
 
|
 
 
|-
 
|-
| <div id="Req315">Req315</div>
+
| Req325, PUNGENT BUGS, (Future): Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
| REPEAT ATTACK BUTTON
 
| (Future)
 
| Repeat attack button, esp. for specific wrestling.
 
|
 
 
|-
 
|-
| <div id="Req316">Req316</div>
+
| Req326, HARDER FISHING, (Future): Fishing is a little too easy, maybe.
| WAIT KEY
+
|-
| Completed
+
| Req327, CORPSE PROCESSING, (Future): Can process corpse to eat etc if you have a sharp object.
| Wait key in adventure mode.
 
|
 
 
|-
 
|-
| <div id="Req317">Req317</div>
+
| Req328, NAMING ISSUE, (Future): Issue with some unit names.
| CORRECT AGING
 
| (Future)
 
| Need creatures to age properly when reloaded, incl. retirees.
 
|
 
 
|-
 
|-
| <div id="Req318">Req318</div>
+
| Req329, STRANGE POPULATION ISSUES, Completed: Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
| ALCHEMY PILE
 
| (Future)
 
| Alchemical pile filled with lye, vials and so on.
 
|
 
 
|-
 
|-
| <div id="Req319">Req319</div>
+
| Req330, CHARGE CHANGE, (Future): Knock-backs without people falling on the ground should be more common in charging.
| WAKE UP!
 
| Completed
 
| Adventure mode sleep needs to clear upon being attacked.
 
|
 
 
|-
 
|-
| <div id="Req320">Req320</div>
+
| Req331, ATTACK OPPORTUNITY NUMBERS, (Future): It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.
| NAMING ISSUE
 
| (Future)
 
| There's an issue with some unit names
 
|
 
 
|-
 
|-
| <div id="Req321">Req321</div>
+
| Req332, SHORT JOB NAMES, (Future): In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.
| ARCHERY PRACTICE GROUNDING
 
| Completed
 
| While doing archery practice, people that were grounded don't stand up until it's over.
 
|
 
 
|-
 
|-
| <div id="Req322">Req322</div>
+
| Req333, RESPECT CONTAINER CAPACITY ON PICKUP, (Future): Container capacity needs to be respected on pickup as it is with the put command.
| COIN BATCH ISSUE
 
| Completed
 
| Potential problems with coin batches for non-currencies. Need to check.
 
|
 
 
|-
 
|-
| <div id="Req323">Req323</div>
+
| Req334, CRASHING ISSUE I, Completed: There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.
| BREAK EXPLOIT
 
| (Future)
 
| Can draft then undraft to end breaks.
 
|
 
 
|-
 
|-
| <div id="Req324">Req324</div>
+
| Req335, INFESTATION FREQUENCIES, Completed: The creatures selected to infest caves don't respect their population frequencies.
| PROACTIVE BEAST ATTACKERS
 
| (Future)
 
| The large beasts could afford to be slightly more aggressive.
 
|
 
 
|-
 
|-
| <div id="Req325">Req325</div>
+
| Req336, GOOD/EVIL/SAVAGERY VERMIN CHECKS, (Future): A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.
| PUNGENT BUGS
 
| (Future)
 
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
 
|
 
 
|-
 
|-
| <div id="Req326">Req326</div>
+
| Req337, IN-GAME SNAPSHOTS, Completed: Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
| HARDER FISHING
 
| (Future)
 
| Fishing is a little too easy, maybe.
 
|
 
 
|-
 
|-
| <div id="Req327">Req327</div>
+
| Req338, MEMMAP ISSUES, (Future): There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.
| CORPSE PROCESSING
 
| (Future)
 
| Can process corpse to eat etc if you have a sharp object.
 
|
 
 
|-
 
|-
| <div id="Req328">Req328</div>
+
| Req339, MYSTERY WEB, Completed: A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.
| NAMING ISSUE
 
| (Future)
 
| Issue with some unit names.
 
|
 
 
|-
 
|-
| <div id="Req329">Req329</div>
+
| Req340, FIRE FLOW SLAYER CREDIT, (Future): Creatures don't get credit for killing creatures directly with flows.
| STRANGE POPULATION ISSUES
 
| Completed
 
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
 
|
 
 
|-
 
|-
| <div id="Req330">Req330</div>
+
| Req341, RIVER LOOPS, Completed: The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
| CHARGE CHANGE
 
| (Future)
 
| Knock-backs without people falling on the ground should be more common in charging.
 
|
 
 
|-
 
|-
| <div id="Req331">Req331</div>
+
| Req342, FROZEN WATER DISAGREEMENT, Completed: The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
| ATTACK OPPORTUNITY NUMBERS
 
| (Future)
 
| It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.
 
|
 
 
|-
 
|-
| <div id="Req332">Req332</div>
+
| Req343, CORNER DOOR DETAILING, Completed: A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.
| SHORT JOB NAMES
 
| (Future)
 
| In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.
 
|
 
 
|-
 
|-
| <div id="Req333">Req333</div>
+
| Req344, TOWN ANIMALS UNDER THREAT, (Future): Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
| RESPECT CONTAINER CAPACITY ON PICKUP
 
| (Future)
 
| Container capacity needs to be respected on pickup as it is with the put command.
 
|
 
 
|-
 
|-
| <div id="Req334">Req334</div>
+
| Req345, REST/SLEEP CONFLICT, Completed: When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
| CRASHING ISSUE I
 
| Completed
 
| There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.
 
|
 
 
|-
 
|-
| <div id="Req335">Req335</div>
+
| Req346, PROJECTILES FALLING THROUGH FLOORS, Completed: Corpse pieces have occasionally been observed falling through the floor.
| INFESTATION FREQUENCIES
 
| Completed
 
| The creatures selected to infest caves don't respect their population frequencies.
 
|
 
 
|-
 
|-
| <div id="Req336">Req336</div>
+
| Req347, ERRONEOUS FOOD OWNERSHIP, (Future): If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.
| GOOD/EVIL/SAVAGERY VERMIN CHECKS
+
|-
| (Future)
+
| Req348, SURROUNDING CHAT BIOME VERIFICATION, (Future): When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.
| A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.
 
|
 
 
|-
 
|-
| <div id="Req337">Req337</div>
+
| Req349, PATH FIND ALTERATIONS, (Future): Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.
| IN-GAME SNAPSHOTS
 
| Completed
 
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
 
|
 
 
|-
 
|-
| <div id="Req338">Req338</div>
+
| Req350, CRASH ISSUE ON BODY PART VIEW, Completed: During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
| MEMMAP ISSUES
+
|}
| (Future)
+
==Reqs 351 - 400==
| There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.
+
{| class="wikitable"
|  
+
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
 
|-
 
|-
| <div id="Req339">Req339</div>
+
 
| MYSTERY WEB
+
| style="width:100%;" |Req351, PET INFO CRASH, Completed: There was a crash related to null pet and owner pointers inside some pet info.
| Completed
 
| A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.
 
|
 
 
|-
 
|-
| <div id="Req340">Req340</div>
+
| Req352, TEMPERATURE FLOW SLAYERS, (Future): Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
| FIRE FLOW SLAYER CREDIT
 
| (Future)
 
| Creatures don't get credit for killing creatures directly with flows.
 
|
 
 
|-
 
|-
| <div id="Req341">Req341</div>
+
| Req353, PROJECTILES AND FLOWS, (Future): Some projectiles survive environmental effects unaffected.
| RIVER LOOPS
 
| Completed
 
| The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
 
|
 
 
|-
 
|-
| <div id="Req342">Req342</div>
+
| Req354, DIAGONAL FLOW PATHS, (Future): Diagonal-tending dragonfire has a tendency to wrap backward.
| FROZEN WATER DISAGREEMENT
 
| Completed
 
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
 
|
 
 
|-
 
|-
| <div id="Req343">Req343</div>
+
| Req355, LIQUID CREATURE SUPPORT, (Future): Some creatures like magma men need better support for extreme temperature effects to work properly for them.
| CORNER DOOR DETAILING
 
| Completed
 
| A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.
 
|
 
 
|-
 
|-
| <div id="Req344">Req344</div>
+
| Req356, GRASS-TREE BURN SPEEDS, (Future): Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
| TOWN ANIMALS UNDER THREAT
 
| (Future)
 
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
 
|
 
 
|-
 
|-
| <div id="Req345">Req345</div>
+
| Req357, FIRE AND TEMPERATURE, (Future): In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
| REST/SLEEP CONFLICT
 
| Completed
 
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
 
|
 
 
|-
 
|-
| <div id="Req346">Req346</div>
+
| Req358, CONTAMINANT MATERIALS, (Future): Contaminant materials need to be tracked more carefully.
| PROJECTILES FALLING THROUGH FLOORS
 
| Completed
 
| Corpse pieces have occasionally been observed falling through the floor.
 
|
 
 
|-
 
|-
| <div id="Req347">Req347</div>
+
| Req359, CONTAMINANT TEMPERATURE EFFECTS, (Future): Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
| ERRONEOUS FOOD OWNERSHIP
 
| (Future)
 
| If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.
 
|
 
 
|-
 
|-
| <div id="Req348">Req348</div>
+
| Req360, TEMPERATURE AND ROTTING, (Future): The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
| SURROUNDING CHAT BIOME VERIFICATION
 
| (Future)
 
| When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.
 
|
 
 
|-
 
|-
| <div id="Req349">Req349</div>
+
| Req361, CORE TEMPERATURE VS EXTREMITIES, (Future): Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
| PATH FIND ALTERATIONS
 
| (Future)
 
| Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.
 
|
 
 
|-
 
|-
| <div id="Req350">Req350</div>
+
| Req362, CREATURE SUBTYPES AND TEMPERATURE, (Future): The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
| CRASH ISSUE ON BODY PART VIEW
 
| Completed
 
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
 
|
 
 
|-
 
|-
| <div id="Req351">Req351</div>
+
| Req363, VERMIN AND TEMPERATURE, (Future): Vermin are currently unaffected by temperature and flows.
| PET INFO CRASH
 
| Completed
 
| There was a crash related to null pet and owner pointers inside some pet info.
 
|
 
 
|-
 
|-
| <div id="Req352">Req352</div>
+
| Req364, VENOM... BARRELS?, (Future): Traders bring venom in barrels instead of vials. This might be excessive.
| TEMPERATURE FLOW SLAYERS
 
| (Future)
 
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
 
|
 
 
|-
 
|-
| <div id="Req353">Req353</div>
+
| Req365, AGGRESSIVE SAPLING GROWTH, (Future): Saplings seem to show up all over the place, including under lava or water. Might be handled.
| PROJECTILES AND FLOWS
 
| (Future)
 
| Some projectiles survive environmental effects unaffected.
 
|
 
 
|-
 
|-
| <div id="Req354">Req354</div>
+
| Req366, DISTANT OFFICERS, (Future): It will often select the worst possible officer for a case. It should consider distance issues, for example.
| DIAGONAL FLOW PATHS
 
| (Future)
 
| Diagonal-tending dragonfire has a tendency to wrap backward.
 
|
 
 
|-
 
|-
| <div id="Req355">Req355</div>
+
| Req367, LOST FOOD, (Future): The eat job sometimes loses control over the munchy's location.
| LIQUID CREATURE SUPPORT
+
|-
| (Future)
+
| Req368, THE WELL BUCKET AND MAGMA, (Future): The well bucket is not affected by local temperatures as it should be when it descends.
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.
 
|
 
 
|-
 
|-
| <div id="Req356">Req356</div>
+
| Req369, MISSING UNIFORM, (Future): When resetting clothing for temperature conditions, it can destroy guard uniforms.
| GRASS-TREE BURN SPEEDS
 
| (Future)
 
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
 
|
 
 
|-
 
|-
| <div id="Req357">Req357</div>
+
| Req370, EATING IN STRANGE ROOMS, (Future): The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
| FIRE AND TEMPERATURE
 
| (Future)
 
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
 
|
 
 
|-
 
|-
| <div id="Req358">Req358</div>
+
| Req371, AXE USE DEACTIVATED, (Future): Deactivating squads can do strange things to axe use preference.
| CONTAMINANT MATERIALS
 
| (Future)
 
| Contaminant materials need to be tracked more carefully.
 
|
 
 
|-
 
|-
| <div id="Req359">Req359</div>
+
| Req372, TANTRUM EXHAUSTION, (Future): Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
| CONTAMINANT TEMPERATURE EFFECTS
 
| (Future)
 
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
 
|
 
 
|-
 
|-
| <div id="Req360">Req360</div>
+
| Req373, RAMP WALLS, Completed: There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
| TEMPERATURE AND ROTTING
 
| (Future)
 
| The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
 
|
 
 
|-
 
|-
| <div id="Req361">Req361</div>
+
| Req374, PET CAP, (Future): Evaluate alternatives to the 50 per type animal cap.
| CORE TEMPERATURE VS EXTREMITIES
 
| (Future)
 
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
 
|
 
 
|-
 
|-
| <div id="Req362">Req362</div>
+
| Req375, OTHER CAVES, (Future): Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
| CREATURE SUBTYPES AND TEMPERATURE
 
| (Future)
 
| The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
 
|
 
 
|-
 
|-
| <div id="Req363">Req363</div>
+
| Req376, ADV MODE LIGHTING PROBLEMS, (Future): There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
| VERMIN AND TEMPERATURE
 
| (Future)
 
| Vermin are currently unaffected by temperature and flows.
 
|
 
 
|-
 
|-
| <div id="Req364">Req364</div>
+
| Req377, AMAZING VERMIN ENTRY, (Future): Eater vermin from map features can get into things that are impossible to get into.
| VENOM... BARRELS?
 
| (Future)
 
| Traders bring venom in barrels instead of vials. This might be excessive.
 
|
 
 
|-
 
|-
| <div id="Req365">Req365</div>
+
| Req378, LACK OF FLUID MIXING IN CONTAINERS, (Future): It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
| AGGRESSIVE SAPLING GROWTH
 
| (Future)
 
| Saplings seem to show up all over the place, including under lava or water. Might be handled.
 
|
 
 
|-
 
|-
| <div id="Req366">Req366</div>
+
| Req379, TRAILS AND ROADS, (Future): There should be trails and roads all over the place in civilized areas.
| DISTANT OFFICERS
 
| (Future)
 
| It will often select the worst possible officer for a case. It should consider distance issues, for example.
 
|
 
 
|-
 
|-
| <div id="Req367">Req367</div>
+
| Req380, AREA DIFFICULTIES, (Future): There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
| LOST FOOD
 
| (Future)
 
| The eat job sometimes loses control over the munchy's location.
 
|
 
 
|-
 
|-
| <div id="Req368">Req368</div>
+
| Req381, MOOD WORKSHOP, (Future): There should be additional indicators of which workshop has been taken over by a mood dwarf.
| THE WELL BUCKET AND MAGMA
 
| (Future)
 
| The well bucket is not affected by local temperatures as it should be when it descends.
 
|
 
 
|-
 
|-
| <div id="Req369">Req369</div>
+
| Req382, OFFER CONFIRMATION, (Future): A confirmation might be helpful for making offerings in the depot.
| MISSING UNIFORM
 
| (Future)
 
| When resetting clothing for temperature conditions, it can destroy guard uniforms.
 
|
 
 
|-
 
|-
| <div id="Req370">Req370</div>
+
| Req383, RAW FISH NAME, (Future): Raw fish might need to be renamed for clarity
| EATING IN STRANGE ROOMS
 
| (Future)
 
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
 
|
 
 
|-
 
|-
| <div id="Req371">Req371</div>
+
| Req384, BUILDING JOB CHECKS, (Future): Need to look into how often buildings do job checks and when they reset their counters.
| AXE USE DEACTIVATED
 
| (Future)
 
| Deactivating squads can do strange things to axe use preference.
 
|
 
 
|-
 
|-
| <div id="Req372">Req372</div>
+
| Req385, HAUL JOB OVERRIDES, (Future): Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
| TANTRUM EXHAUSTION
 
| (Future)
 
| Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
 
|
 
 
|-
 
|-
| <div id="Req373">Req373</div>
+
| Req386, PERSISTENT CURSOR POSITION, (Future): There are some mode changes in dwarf mode where the cursor position should persist.
| RAMP WALLS
 
| Completed
 
| There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
 
|
 
 
|-
 
|-
| <div id="Req374">Req374</div>
+
| Req387, TOTAL PROFESSION NUMBERS, (Future): There should be a way to view the total numbers enabled for each labor list item.
| PET CAP
 
| (Future)
 
| Evaluate alternatives to the 50 per type animal cap.
 
|
 
 
|-
 
|-
| <div id="Req375">Req375</div>
+
| Req388, ROOM QUALITY DISPLAY, (Future): There should be an easier way to view the quality of a room.
| OTHER CAVES
+
|-
| (Future)
+
| Req389, PERSONAL ROOM TRAFFIC, (Future): Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
 
|
 
 
|-
 
|-
| <div id="Req376">Req376</div>
+
| Req390, JOB INFORMATION, (Future): You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
| ADV MODE LIGHTING PROBLEMS
 
| (Future)
 
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
 
|
 
 
|-
 
|-
| <div id="Req377">Req377</div>
+
| Req391, WOUNDED BABY CARE, (Future): Mothers don't care if their babies are wounded, even if they are being carried at the time.
| AMAZING VERMIN ENTRY
 
| (Future)
 
| Eater vermin from map features can get into things that are impossible to get into.
 
|
 
 
|-
 
|-
| <div id="Req378">Req378</div>
+
| Req392, HAULING ORDERS, (Future): More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
| LACK OF FLUID MIXING IN CONTAINERS
 
| (Future)
 
| It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
 
|
 
 
|-
 
|-
| <div id="Req379">Req379</div>
+
| Req393, MINING SKILL SETTINGS, (Future): There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
| TRAILS AND ROADS
 
| (Future)
 
| There should be trails and roads all over the place in civilized areas.
 
|
 
 
|-
 
|-
| <div id="Req380">Req380</div>
+
| Req394, VARIOUS COMPENSATION METHODS, (Future): Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
| AREA DIFFICULTIES
 
| (Future)
 
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
 
|
 
 
|-
 
|-
| <div id="Req381">Req381</div>
+
| Req395, HOLDING ARTIFACTS, (Future): There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
| MOOD WORKSHOP
 
| (Future)
 
| There should be additional indicators of which workshop has been taken over by a mood dwarf.
 
|
 
 
|-
 
|-
| <div id="Req382">Req382</div>
+
| Req396, OBSTACLE HANDLING FOR BUILDERS AND MINERS, (Future): When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
| OFFER CONFIRMATION
 
| (Future)
 
| A confirmation might be helpful for making offerings in the depot.
 
|
 
 
|-
 
|-
| <div id="Req383">Req383</div>
+
| Req397, ERRONEOUS CAGED UNIT DEATHS, (Future): A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
| RAW FISH NAME
 
| (Future)
 
| Raw fish might need to be renamed for clarity
 
|
 
 
|-
 
|-
| <div id="Req384">Req384</div>
+
| Req398, PLATE/CHAIN LAYERING VS. ARMOR LEVEL, (Future): Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
| BUILDING JOB CHECKS
 
| (Future)
 
| Need to look into how often buildings do job checks and when they reset their counters.
 
|
 
 
|-
 
|-
| <div id="Req385">Req385</div>
+
| Req399, DIRT ROADS ON ICE, (Future): When roads are built over ice, trampled dirt can be created spontaneously.
| HAUL JOB OVERRIDES
 
| (Future)
 
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
 
|
 
 
|-
 
|-
| <div id="Req386">Req386</div>
+
| Req400, DYED CLOTH STOCKPILE SEPARATION, (Future): The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
| PERSISTENT CURSOR POSITION
+
|}
| (Future)
+
==Reqs 401 - 450==
| There are some mode changes in dwarf mode where the cursor position should persist.
+
{| class="wikitable"
|  
+
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
 
|-
 
|-
| <div id="Req387">Req387</div>
+
 
| TOTAL PROFESSION NUMBERS
+
| style="width:100%;" |Req401, PREMATURE TRADE SCREEN EXITS, (Future): It's easy to skip out of the trade agreement screens without knowing what happened.
| (Future)
 
| There should be a way to view the total numbers enabled for each labor list item.
 
|
 
 
|-
 
|-
| <div id="Req388">Req388</div>
+
| Req402, SAVE TO MAIN MENU TRANSITION, (Future): Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
| ROOM QUALITY DISPLAY
 
| (Future)
 
| There should be an easier way to view the quality of a room.
 
|
 
 
|-
 
|-
| <div id="Req389">Req389</div>
+
| Req403, DAMBLOCK OPTS, (Future): There are some optimizations that can be made to the damage blocking calculations.
| PERSONAL ROOM TRAFFIC
 
| (Future)
 
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
 
|
 
 
|-
 
|-
| <div id="Req390">Req390</div>
+
| Req404, STILL BARRELS, (Future): If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
| JOB INFORMATION
 
| (Future)
 
| You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
 
|
 
 
|-
 
|-
| <div id="Req391">Req391</div>
+
| Req405, VERMIN TRACKING, (Future): There are some problems with the accounting of vermin populations.
| WOUNDED BABY CARE
 
| (Future)
 
| Mothers don't care if their babies are wounded, even if they are being carried at the time.
 
|
 
 
|-
 
|-
| <div id="Req392">Req392</div>
+
| Req406, PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU, (Future): Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
| HAULING ORDERS
 
| (Future)
 
| More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
 
|
 
 
|-
 
|-
| <div id="Req393">Req393</div>
+
| Req407, RECLAIM STACKS, (Future): On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
| MINING SKILL SETTINGS
 
| (Future)
 
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
 
|
 
 
|-
 
|-
| <div id="Req394">Req394</div>
+
| Req408, DOMESTICATION AND ENTITY DEFS, (Future): The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
| VARIOUS COMPENSATION METHODS
+
|-
| (Future)
+
| Req409, BAG RESERVES, (Future): The ability to reserve bags for uses other than seed storage would be useful.
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
 
|
 
 
|-
 
|-
| <div id="Req395">Req395</div>
+
| Req410, KITCHEN ISSUES, (Future): It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
| HOLDING ARTIFACTS
 
| (Future)
 
| There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
 
|
 
 
|-
 
|-
| <div id="Req396">Req396</div>
+
| Req411, ZOOMING AROUND, (Future): It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
| OBSTACLE HANDLING FOR BUILDERS AND MINERS
 
| (Future)
 
| When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
 
|
 
 
|-
 
|-
| <div id="Req397">Req397</div>
+
| Req412, DROWSINESS VS. KNOCKOUTS, (Future): Dwarves can having drowsiness problems if they are KO'd for long periods of time.
| ERRONEOUS CAGED UNIT DEATHS
 
| (Future)
 
| A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
 
|
 
 
|-
 
|-
| <div id="Req398">Req398</div>
+
| Req413, PAIRED ITEMS ON ARMOR STANDS, (Future): Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL
 
| (Future)
 
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
 
|
 
 
|-
 
|-
| <div id="Req399">Req399</div>
+
| Req414, EQUIPMENT STORAGE, (Future): Need to salvage some armor stand/weapon rack storage code for use by soldiers.
| DIRT ROADS ON ICE
 
| (Future)
 
| When roads are built over ice, trampled dirt can be created spontaneously.
 
|
 
 
|-
 
|-
| <div id="Req400">Req400</div>
+
| Req415, SCHEDULING ISSUES, (Future): There are some minor adventure mode town schedule issues that need addressing.
| DYED CLOTH STOCKPILE SEPARATION
 
| (Future)
 
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
 
|
 
 
|-
 
|-
| <div id="Req401">Req401</div>
+
| Req416, PAIRED IMPROVEMENTS, (Future): For the most part, improvements on pregenerated paired items should be made identical.
| PREMATURE TRADE SCREEN EXITS
 
| (Future)
 
| It's easy to skip out of the trade agreement screens without knowing what happened.
 
|
 
 
|-
 
|-
| <div id="Req402">Req402</div>
+
| Req417, "WATER"SKINS?, (Future): Military dwarves should be apt to carry booze instead of water.
| SAVE TO MAIN MENU TRANSITION
 
| (Future)
 
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
 
|
 
 
|-
 
|-
| <div id="Req403">Req403</div>
+
| Req418, WEIGHT AND VALUE PROBLEMS, (Future): There are a lot of inconsistencies with weight and value numbers in the raws.
| DAMBLOCK OPTS
 
| (Future)
 
| There are some optimizations that can be made to the damage blocking calculations.
 
|
 
 
|-
 
|-
| <div id="Req404">Req404</div>
+
| Req419, PRICE SETTER STORAGE, (Future): Technical issue with price setter storage.
| STILL BARRELS
 
| (Future)
 
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
 
|
 
 
|-
 
|-
| <div id="Req405">Req405</div>
+
| Req420, DRINK JOB CONNECTION CHECKS, (Future): Some drink jobs don't check connectivity correctly.
| VERMIN TRACKING
 
| (Future)
 
| There are some problems with the accounting of vermin populations.
 
|
 
 
|-
 
|-
| <div id="Req406">Req406</div>
+
| Req421, BUILDING NAMES, (Future): Custom names for buildings. For stockpiles they can be inherited by containers.
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU
 
| (Future)
 
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
 
|
 
 
|-
 
|-
| <div id="Req407">Req407</div>
+
| Req422, ROCKY ROAD, (Future): Road building can be annoying on rocky maps.
| RECLAIM STACKS
 
| (Future)
 
| On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
 
|
 
 
|-
 
|-
| <div id="Req408">Req408</div>
+
| Req423, WEALTH OVERCOUNTS, (Future): Held/worn items are counted too much toward fortress wealth.
| DOMESTICATION AND ENTITY DEFS
 
| (Future)
 
| The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
 
|
 
 
|-
 
|-
| <div id="Req409">Req409</div>
+
| Req424, PLANTING CANCELLATIONS, (Future): Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
| BAG RESERVES
 
| (Future)
 
| The ability to reserve bags for uses other than seed storage would be useful.
 
|
 
 
|-
 
|-
| <div id="Req410">Req410</div>
+
| Req425, DWARVEN WAGONS, Completed: Dwarves have wagons, so they should use them to trade.
| KITCHEN ISSUES
 
| (Future)
 
| It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
 
|
 
 
|-
 
|-
| <div id="Req411">Req411</div>
+
| Req426, WATERFALL EDGES, (Future): Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
| ZOOMING AROUND
 
| (Future)
 
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
 
|
 
 
|-
 
|-
| <div id="Req412">Req412</div>
+
| Req427, ELITE SOLDIER SETTINGS, (Future): You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
| DROWSINESS VS. KNOCKOUTS
 
| (Future)
 
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.
 
|
 
 
|-
 
|-
| <div id="Req413">Req413</div>
+
| Req428, TASK PRIORITIES, (Future): It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
| PAIRED ITEMS ON ARMOR STANDS
 
| (Future)
 
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
 
|
 
 
|-
 
|-
| <div id="Req414">Req414</div>
+
| Req429, FARM SETTINGS LOST, (Future): It can destroy preset crop selections for future seasons when there's a problem with the current season.
| EQUIPMENT STORAGE
+
|-
| (Future)
+
| Req430, JOB POSSIBILITIES DISPLAYED, (Future): When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.
 
|
 
 
|-
 
|-
| <div id="Req415">Req415</div>
+
| Req431, EQUIPMENT CLEANING, (Future): You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
| SCHEDULING ISSUES
 
| (Future)
 
| There are some minor adventure mode town schedule issues that need addressing.
 
|
 
 
|-
 
|-
| <div id="Req416">Req416</div>
+
| Req432, SETUP SCREEN CHANGES, (Future): Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
| PAIRED IMPROVEMENTS
 
| (Future)
 
| For the most part, improvements on pregenerated paired items should be made identical.
 
|
 
 
|-
 
|-
| <div id="Req417">Req417</div>
+
| Req433, FLOATING, (Future): Objects with proper densities should float in liquids. This should also apply to swimming creatures.
| "WATER"SKINS?
 
| (Future)
 
| Military dwarves should be apt to carry booze instead of water.
 
|
 
 
|-
 
|-
| <div id="Req418">Req418</div>
+
| Req434, MESSAGE CONTROL, (Future): All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
| WEIGHT AND VALUE PROBLEMS
 
| (Future)
 
| There are a lot of inconsistencies with weight and value numbers in the raws.
 
|
 
 
|-
 
|-
| <div id="Req419">Req419</div>
+
| Req435, SETTINGS FOR BASIC JOBS, (Future): There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
| PRICE SETTER STORAGE
 
| (Future)
 
| Technical issue with price setter storage.
 
|
 
 
|-
 
|-
| <div id="Req420">Req420</div>
+
| Req436, EQUIPMENT DISPOSAL, (Future): There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
| DRINK JOB CONNECTION CHECKS
 
| (Future)
 
| Some drink jobs don't check connectivity correctly.
 
|
 
 
|-
 
|-
| <div id="Req421">Req421</div>
+
| Req437, ASHERY SKILLS, (Future): Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
| BUILDING NAMES
 
| (Future)
 
| Custom names for buildings. For stockpiles they can be inherited by containers.
 
|
 
 
|-
 
|-
| <div id="Req422">Req422</div>
+
| Req438, REFERENCE UPDATE, (Future): Some internal references should be stored differently.
| ROCKY ROAD
 
| (Future)
 
| Road building can be annoying on rocky maps.
 
|
 
 
|-
 
|-
| <div id="Req423">Req423</div>
+
| Req439, FISHERY AUTOMATION, (Future): The fishery (and other workshops) should have automation features.
| WEALTH OVERCOUNTS
 
| (Future)
 
| Held/worn items are counted too much toward fortress wealth.
 
|
 
 
|-
 
|-
| <div id="Req424">Req424</div>
+
| Req440, TRAVELER OUTFITS, (Future): Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
| PLANTING CANCELLATIONS
 
| (Future)
 
| Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
 
|
 
 
|-
 
|-
| <div id="Req425">Req425</div>
+
| Req441, CHILDREN AND GROWTH, (Future): Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
| DWARVEN WAGONS
 
| Completed
 
| Dwarves have wagons, so they should use them to trade.
 
|
 
 
|-
 
|-
| <div id="Req426">Req426</div>
+
| Req442, SHOPKEEPERS AND THEIR INVENTORY, (Future): Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
| WATERFALL EDGES
 
| (Future)
 
| Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
 
|
 
 
|-
 
|-
| <div id="Req427">Req427</div>
+
| Req443, UNIT-JOB SCREEN IMPROVEMENTS, (Future): The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
| ELITE SOLDIER SETTINGS
 
| (Future)
 
| You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
 
|
 
 
|-
 
|-
| <div id="Req428">Req428</div>
+
| Req444, FLEEING SOLDIER AI, (Future): Fleeing soldiers don't cope well with not being able to reach their exit location.
| TASK PRIORITIES
 
| (Future)
 
| It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
 
|
 
 
|-
 
|-
| <div id="Req429">Req429</div>
+
| Req445, INJURED HUNTERS, (Future): Injured hunters should not attempt to hunt in general.
| FARM SETTINGS LOST
 
| (Future)
 
| It can destroy preset crop selections for future seasons when there's a problem with the current season.
 
|
 
 
|-
 
|-
| <div id="Req430">Req430</div>
+
| Req446, COOKING SELECTION ISSUE, (Future): Cooking had an issue where it selected a barrel and the object inside of it.
| JOB POSSIBILITIES DISPLAYED
 
| (Future)
 
| When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
 
|
 
 
|-
 
|-
| <div id="Req431">Req431</div>
+
| Req447, PRESERVING VALUABLE STONES, Completed: There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
| EQUIPMENT CLEANING
 
| (Future)
 
| You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more di