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Difference between revisions of "Consolidated development"

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This is a (extended) transcript of the old "Consolidated Development Page" as it was before the redesign of the Dwarf Fortress webpage. It includes all long- and short- Term arcs, core-Items, Reqs, Bloats and Powergoals.
+
This is an (extended) transcript of the old "Consolidated Development Page" as it was before the redesign of the ''Dwarf Fortress'' webpage. It includes all long-and short-term arcs, core-items, Reqs, Bloats and Powergoals. The page itself may be found [http://www.bay12games.com/dwarves/dev_single.html here].
 +
 
 +
Note that, due to the page's age, many of the specific goals here may no longer be directly applicable; however, they provide a general overview of the original thought-process behind Dwarf Fortress' development, and the broader arcs are still frequently referred to in reference to current development.
  
 
=Arcs=
 
=Arcs=
  
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such the status of completeness can't be determined that easily.  
+
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such, the status of completeness can't be determined that easily.  
  
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after the version 1.0 is done.  
+
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after version 1.0 is done.  
  
 
==Short-Term Arcs==
 
==Short-Term Arcs==
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|-
 
|-
 
|  ADVANCED HELP ARC   
 
|  ADVANCED HELP ARC   
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help.
+
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help with this, as well as decent in-game help.
 
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
 
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
 
|-
 
|-
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|-
 
|-
 
|  LIFE CYCLE ARC
 
|  LIFE CYCLE ARC
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability un |the actions of the player, so it has to be done carefully.  
+
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability unrelated to the actions of the player, so it has to be done carefully.  
 
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
 
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
 
|-
 
|-
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|-
 
|-
 
|  ADVENTURER SKILLS ARC   
 
|  ADVENTURER SKILLS ARC   
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills |survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
+
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills related to survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
 
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].
 
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].
 
|-
 
|-
 
|  ADVENTURER PARTIES AND ENTITY   
 
|  ADVENTURER PARTIES AND ENTITY   
| As an adventurer with followers, you should can your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI.  
+
| As an adventurer with followers, you should be able to make your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI.  
 
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].
 
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].
 
|-
 
|-
 
| DUNGEON ARC   
 
| DUNGEON ARC   
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world.
+
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in better with the world.
 
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].
 
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].
 
|-
 
|-
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! style="width:10%"| Core-item
 
! style="width:10%"| Core-item
 
! style="width:15%"| Name
 
! style="width:15%"| Name
! style="width:15%"| Status
+
! style="width:10%"| Status
! style="width:40%"| Description
+
! style="width:50%"| Description
! style="width:40%"| Requirements
+
! style="width:15%"| Requirements
 
|-
 
|-
 
| <div id="Core1">Core1</div>
 
| <div id="Core1">Core1</div>
 
| WRESTLING
 
| WRESTLING
| Completed  
+
| Completed
 
| Introduce close combat with various manuevers.
 
| Introduce close combat with various manuevers.
|
+
|  
 
|-
 
|-
 
| <div id="Core2">Core2</div>
 
| <div id="Core2">Core2</div>
 
| ADVENTURER EATING AND DRINKING
 
| ADVENTURER EATING AND DRINKING
| Completed  
+
| Completed
 
| Start the adventurer with food and allow them to eat and drink.
 
| Start the adventurer with food and allow them to eat and drink.
|
+
|  
 
|-
 
|-
 
| <div id="Core3">Core3</div>
 
| <div id="Core3">Core3</div>
 
| CARAVANS
 
| CARAVANS
| (Future)  
+
| (Future)
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game| though caravans will no longer be 'generated' when needed.,entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress| although it's possible they could be abstracted a bit if they are too numerous.  
+
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous.
 
| [[#Core38|Core38]]
 
| [[#Core38|Core38]]
 
|-
 
|-
 
| <div id="Core4">Core4</div>
 
| <div id="Core4">Core4</div>
 
| GROUND INTERACTIONS
 
| GROUND INTERACTIONS
| Completed  
+
| Completed
 
| Introduce adventurer interacting with the environment.
 
| Introduce adventurer interacting with the environment.
|
+
|  
 
|-
 
|-
 
| <div id="Core5">Core5</div>
 
| <div id="Core5">Core5</div>
 
| ADVENTURER TRAVEL
 
| ADVENTURER TRAVEL
| Completed  
+
| Completed
 
| Allow the adventurer and companions to travel between sites on the world map.
 
| Allow the adventurer and companions to travel between sites on the world map.
|
+
|  
 
|-
 
|-
 
| <div id="Core6">Core6</div>
 
| <div id="Core6">Core6</div>
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
| Completed  
+
| Completed
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
|
+
|  
 
|-
 
|-
 
| <div id="Core7">Core7</div>
 
| <div id="Core7">Core7</div>
 
| CONVERSATIONS
 
| CONVERSATIONS
| Completed  
+
| Completed
 
| Add the ability to talk to other creatures in adventure mode.
 
| Add the ability to talk to other creatures in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core8">Core8</div>
 
| <div id="Core8">Core8</div>
 
| ADVENTURER SHOPS
 
| ADVENTURER SHOPS
| Completed  
+
| Completed
 
| Basic buying and selling of objects in adventure mode.
 
| Basic buying and selling of objects in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core9">Core9</div>
 
| <div id="Core9">Core9</div>
 
| TOWNS
 
| TOWNS
| Completed  
+
| Completed
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
|
+
|  
 
|-
 
|-
 
| <div id="Core10">Core10</div>
 
| <div id="Core10">Core10</div>
 
| OO CODE UPDATE
 
| OO CODE UPDATE
| Completed  
+
| Completed
 
| Update all of the major code objects to C++.
 
| Update all of the major code objects to C++.
|
+
|  
 
|-
 
|-
 
| <div id="Core11">Core11</div>
 
| <div id="Core11">Core11</div>
 
| ENEMY PETS
 
| ENEMY PETS
| (Future)  
+
| (Future)
 
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
 
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
|
+
|  
 
|-
 
|-
 
| <div id="Core12">Core12</div>
 
| <div id="Core12">Core12</div>
 
| END GAME
 
| END GAME
| Completed  
+
| Completed
 
| Handled dwarf mode end game.
 
| Handled dwarf mode end game.
|
+
|  
 
|-
 
|-
 
| <div id="Core13">Core13</div>
 
| <div id="Core13">Core13</div>
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| Completed
 
| Completed
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core14">Core14</div>
 
| <div id="Core14">Core14</div>
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| Completed
 
| Completed
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
|
+
|  
 
|-
 
|-
 
| <div id="Core15">Core15</div>
 
| <div id="Core15">Core15</div>
 
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
| (Future)
 
| (Future)
| Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur| so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
+
| Enemy leaders play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
|
+
|  
 
|-
 
|-
 
| <div id="Core16">Core16</div>
 
| <div id="Core16">Core16</div>
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| Completed
 
| Completed
 
| Additional dwarf mode end game.
 
| Additional dwarf mode end game.
|
+
|  
 
|-
 
|-
 
| <div id="Core17">Core17</div>
 
| <div id="Core17">Core17</div>
 
| LEGENDS
 
| LEGENDS
 
| Completed
 
| Completed
| Introduce the legends screen| historical events and historical figures.
+
| Introduce the legends screen, historical events and historical figures.
|
+
|  
 
|-
 
|-
 
| <div id="Core18">Core18</div>
 
| <div id="Core18">Core18</div>
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| Completed
 
| Completed
 
| Put the interface keys in editable files.
 
| Put the interface keys in editable files.
|
+
|  
 
|-
 
|-
 
| <div id="Core19">Core19</div>
 
| <div id="Core19">Core19</div>
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| (Future)
 
| (Future)
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
|
+
|  
 
|-
 
|-
 
| <div id="Core20">Core20</div>
 
| <div id="Core20">Core20</div>
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| Completed
 
| Completed
 
| Do the intro movies with sound.
 
| Do the intro movies with sound.
|
+
|  
 
|-
 
|-
 
| <div id="Core21">Core21</div>
 
| <div id="Core21">Core21</div>
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| (Future)
 
| (Future)
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
|
+
|  
 
|-
 
|-
 
| <div id="Core22">Core22</div>
 
| <div id="Core22">Core22</div>
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| (Future)
 
| (Future)
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
|
+
|  
 
|-
 
|-
 
| <div id="Core23">Core23</div>
 
| <div id="Core23">Core23</div>
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| Completed
 
| Completed
 
| Do all of the sections of a basic manual to be viewed in-game.
 
| Do all of the sections of a basic manual to be viewed in-game.
|
+
|  
 
|-
 
|-
 
| <div id="Core24">Core24</div>
 
| <div id="Core24">Core24</div>
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| PLOT CLEANUP
 
| PLOT CLEANUP
 
| Completed
 
| Completed
| The dwarf mode used to have some fixed plot events| like an attack by an undead army and so on. These were excised| but there's a lot of associated cleanup needed. Once this is established| the game will be ready for armies.
+
| The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.
|
+
|  
 
|-
 
|-
 
| <div id="Core26">Core26</div>
 
| <div id="Core26">Core26</div>
 
| OVERLAND ARMIES ATTACKS
 
| OVERLAND ARMIES ATTACKS
 
| (Future)
 
| (Future)
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).  
+
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).
 
| [[#Core25|Core25]], [[#Core45|Core45]]
 
| [[#Core25|Core25]], [[#Core45|Core45]]
 
|-
 
|-
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| ARMIES OF DWARVES
 
| ARMIES OF DWARVES
 
| (Future)
 
| (Future)
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.  
+
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.
 
| [[#Core26|Core26]]
 
| [[#Core26|Core26]]
 
|-
 
|-
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| EXTERNAL CONSTRUCTIONS
 
| EXTERNAL CONSTRUCTIONS
 
| (Future)
 
| (Future)
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).  
+
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).
 
| [[#Core28|Core28]]
 
| [[#Core28|Core28]]
 
|-
 
|-
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| KINGDOM
 
| KINGDOM
 
| (Future)
 
| (Future)
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.  
+
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.
 
| [[#Core28|Core28]]
 
| [[#Core28|Core28]]
 
|-
 
|-
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| Completed
 
| Completed
 
| Caves and goblin fortress maps.
 
| Caves and goblin fortress maps.
|
+
|  
 
|-
 
|-
 
| <div id="Core32">Core32</div>
 
| <div id="Core32">Core32</div>
 
| STARTING QUESTS
 
| STARTING QUESTS
 
| Completed
 
| Completed
| Set up asking about surroundings| basic quests and town defense.
+
| Set up asking about surroundings, basic quests and town defense.
|
+
|  
 
|-
 
|-
 
| <div id="Core33">Core33</div>
 
| <div id="Core33">Core33</div>
 
| SERVING YOUR MONARCH
 
| SERVING YOUR MONARCH
 
| (Future)
 
| (Future)
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units| you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
+
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
|
+
|  
 
|-
 
|-
 
| <div id="Core34">Core34</div>
 
| <div id="Core34">Core34</div>
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| Completed
 
| Completed
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
|
+
|  
 
|-
 
|-
 
| <div id="Core35">Core35</div>
 
| <div id="Core35">Core35</div>
 
| DWARF RAIDS
 
| DWARF RAIDS
 
| (Future)
 
| (Future)
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.  
+
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.
 
| [[#Core27|Core27]]
 
| [[#Core27|Core27]]
 
|-
 
|-
 
| <div id="Core36">Core36</div>
 
| <div id="Core36">Core36</div>
 
| BURROWS
 
| BURROWS
| Complete (partially)
+
| (Future)
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas large fortresses should become easier to manage.
+
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
|
+
|  
 
|-
 
|-
 
| <div id="Core37">Core37</div>
 
| <div id="Core37">Core37</div>
Line 417: Line 419:
 
| Completed
 
| Completed
 
| Add the ability to retire (or rest) your adventurer in any town.
 
| Add the ability to retire (or rest) your adventurer in any town.
|
+
|  
 
|-
 
|-
 
| <div id="Core38">Core38</div>
 
| <div id="Core38">Core38</div>
Line 423: Line 425:
 
| (Future)
 
| (Future)
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
|
+
|  
 
|-
 
|-
 
| <div id="Core39">Core39</div>
 
| <div id="Core39">Core39</div>
Line 429: Line 431:
 
| Completed
 
| Completed
 
| Additional handling of dwarf mode end game.
 
| Additional handling of dwarf mode end game.
|
+
|  
 
|-
 
|-
 
| <div id="Core40">Core40</div>
 
| <div id="Core40">Core40</div>
 
| MONSTERS
 
| MONSTERS
 
| (Future)
 
| (Future)
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress| due to a plot event. That might have to wait for magic.
+
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
|
+
|  
 
|-
 
|-
 
| <div id="Core41">Core41</div>
 
| <div id="Core41">Core41</div>
 
| TOWN, HOME AND SCHEDULES
 
| TOWN, HOME AND SCHEDULES
 
| Completed
 
| Completed
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep| but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
+
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
|
+
|  
 
|-
 
|-
 
| <div id="Core42">Core42</div>
 
| <div id="Core42">Core42</div>
 
| TOWN, ITEMS
 
| TOWN, ITEMS
 
| (Future)
 
| (Future)
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns,professions, trade and resources.
+
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
|
+
|  
 
|-
 
|-
 
| <div id="Core43">Core43</div>
 
| <div id="Core43">Core43</div>
Line 459: Line 461:
 
| Completed
 
| Completed
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core45">Core45</div>
 
| <div id="Core45">Core45</div>
 
| CIVILIZATIONS AT WAR
 
| CIVILIZATIONS AT WAR
 
| (Future)
 
| (Future)
| Civilizations (for example| goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.  
+
| Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.
 
| [[#Core44|Core44]]
 
| [[#Core44|Core44]]
 
|-
 
|-
Line 470: Line 472:
 
| ARMY BATTLES
 
| ARMY BATTLES
 
| (Future)
 
| (Future)
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges| tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.  
+
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.
 
| [[#Core45|Core45]]
 
| [[#Core45|Core45]]
 
|-
 
|-
Line 477: Line 479:
 
| Completed
 
| Completed
 
| Unimportant dead historical figures should be abstracted away to save space.
 
| Unimportant dead historical figures should be abstracted away to save space.
|
+
|  
 
|-
 
|-
 
| <div id="Core48">Core48</div>
 
| <div id="Core48">Core48</div>
Line 483: Line 485:
 
| Completed
 
| Completed
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
|
+
|  
 
|-
 
|-
 
| <div id="Core49">Core49</div>
 
| <div id="Core49">Core49</div>
Line 489: Line 491:
 
| Completed
 
| Completed
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core50">Core50</div>
 
| <div id="Core50">Core50</div>
Line 495: Line 497:
 
| (Future)
 
| (Future)
 
| Allow graphical tiles to be used for all game objects.
 
| Allow graphical tiles to be used for all game objects.
|
+
|  
 
|-
 
|-
 
| <div id="Core51">Core51</div>
 
| <div id="Core51">Core51</div>
 
| SIZEABLE GAME WINDOW
 
| SIZEABLE GAME WINDOW
 
| (Future)
 
| (Future)
| Allow the resizing of the game windows| and possibly the support of variable width fonts to allow more text to be displayed.
+
| Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
|
+
|  
 
|-
 
|-
 
| <div id="Core52">Core52</div>
 
| <div id="Core52">Core52</div>
Line 507: Line 509:
 
| (Future)
 
| (Future)
 
| A coherent interface, additional options and mouse support.
 
| A coherent interface, additional options and mouse support.
|
+
|  
 
|-
 
|-
 
| <div id="Core53">Core53</div>
 
| <div id="Core53">Core53</div>
 
| MORE RAW FILES
 
| MORE RAW FILES
 
| (Future)
 
| (Future)
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out| but workshop and furnace types are certainly good candidates.
+
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.
|
+
|  
 
|-
 
|-
 
| <div id="Core54">Core54</div>
 
| <div id="Core54">Core54</div>
 
| TRANSLATION SUPPORT
 
| TRANSLATION SUPPORT
 
| (Future)
 
| (Future)
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators| though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
+
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
|
+
|  
 
|-
 
|-
 
| <div id="Core55">Core55</div>
 
| <div id="Core55">Core55</div>
 
| LIGHTING
 
| LIGHTING
 
| (Future)
 
| (Future)
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).  
+
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).
 
| [[#Req96|Req96]]
 
| [[#Req96|Req96]]
 
|-
 
|-
Line 530: Line 532:
 
| IMPROVED FORTRESS TRANSPORTATION
 
| IMPROVED FORTRESS TRANSPORTATION
 
| (Future)
 
| (Future)
| Though there's always going to be room for improvement here| some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options| and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
+
| Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
|
+
|  
 
|-
 
|-
 
| <div id="Core57">Core57</div>
 
| <div id="Core57">Core57</div>
Line 537: Line 539:
 
| (Future)
 
| (Future)
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
|
+
|  
 
|-
 
|-
 
| <div id="Core58">Core58</div>
 
| <div id="Core58">Core58</div>
Line 543: Line 545:
 
| (Future)
 
| (Future)
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
|
+
|  
 
|-
 
|-
 
| <div id="Core59">Core59</div>
 
| <div id="Core59">Core59</div>
Line 549: Line 551:
 
| (Future)
 
| (Future)
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core60">Core60</div>
 
| <div id="Core60">Core60</div>
 
| HEIRS
 
| HEIRS
 
| (Future)
 
| (Future)
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants| and the notion of the family in general could afford to have more impact on the game.
+
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.
|
+
|  
 
|-
 
|-
 
| <div id="Core61">Core61</div>
 
| <div id="Core61">Core61</div>
 
| ADVENTURER ENTITIES
 
| ADVENTURER ENTITIES
 
| (Future)
 
| (Future)
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.  
+
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.
 
| [[#Core24|Core24]]
 
| [[#Core24|Core24]]
 
|-
 
|-
Line 566: Line 568:
 
| FURTHER DIPLOMACY
 
| FURTHER DIPLOMACY
 
| (Future)
 
| (Future)
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting| fun to uphold and,the state of the world| all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions| the system should be satisfying for version 1 as it merges with the caravan arc| wars| tribute and succession conflicts described in other v1 dev items.
+
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.
|
+
|  
 
|-
 
|-
 
| <div id="Core63">Core63</div>
 
| <div id="Core63">Core63</div>
 
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
| (Future)
 
| (Future)
| First of all, succession for positions needs to occur in play, so that dead liaisons are replace,| as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
+
| First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
|
+
|  
 
|-
 
|-
 
| <div id="Core64">Core64</div>
 
| <div id="Core64">Core64</div>
 
| INDIVIDUAL AFFILIATIONS
 
| INDIVIDUAL AFFILIATIONS
 
| (Future)
 
| (Future)
| People in towns should be more distinct| and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well| especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it)| and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
+
| People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
|
+
|  
 
|-
 
|-
 
| <div id="Core65">Core65</div>
 
| <div id="Core65">Core65</div>
 
| ADVENTURER SITE AFFILIATIONS
 
| ADVENTURER SITE AFFILIATIONS
 
| (Future)
 
| (Future)
| When you perform a task for an entity,you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
+
| When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
|
+
|  
 
|-
 
|-
 
| <div id="Core66">Core66</div>
 
| <div id="Core66">Core66</div>
Line 591: Line 593:
 
| (Future)
 
| (Future)
 
| No game is complete without it!
 
| No game is complete without it!
|
+
|  
 
|-
 
|-
 
| <div id="Core67">Core67</div>
 
| <div id="Core67">Core67</div>
 
| RUINS
 
| RUINS
 
| (Future)
 
| (Future)
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things| mainly the civilization in question and what happened to ruin it in the first place.  
+
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place.
 
| [[#Core68|Core68]]
 
| [[#Core68|Core68]]
 
|-
 
|-
Line 608: Line 610:
 
| OLD BATTLEFIELDS
 
| OLD BATTLEFIELDS
 
| (Future)
 
| (Future)
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces| especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields| but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
+
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
|
+
|  
 
|-
 
|-
 
| <div id="Core70">Core70</div>
 
| <div id="Core70">Core70</div>
| FORTRESS RUINS,PRODUCTION TRACKING AND HISTORY TRIGGERS
+
| FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS
 
| (Future)
 
| (Future)
 
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
 
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
|
+
|  
 
|-
 
|-
 
| <div id="Core71">Core71</div>
 
| <div id="Core71">Core71</div>
Line 621: Line 623:
 
| (Future)
 
| (Future)
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
|
+
|  
 
|-
 
|-
 
| <div id="Core72">Core72</div>
 
| <div id="Core72">Core72</div>
Line 627: Line 629:
 
| (Future)
 
| (Future)
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
|
+
|  
 
|-
 
|-
 
| <div id="Core73">Core73</div>
 
| <div id="Core73">Core73</div>
Line 633: Line 635:
 
| (Future)
 
| (Future)
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
|
+
|  
 
|-
 
|-
 
| <div id="Core74">Core74</div>
 
| <div id="Core74">Core74</div>
Line 639: Line 641:
 
| (Future)
 
| (Future)
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
|
+
|  
 
|-
 
|-
 
| <div id="Core75">Core75</div>
 
| <div id="Core75">Core75</div>
 
| ADVENTURER GENERATION AND SCENARIOS
 
| ADVENTURER GENERATION AND SCENARIOS
 
| (Future)
 
| (Future)
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here| from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world| creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
+
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fully into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
|
+
|  
 
|-
 
|-
 
| <div id="Core76">Core76</div>
 
| <div id="Core76">Core76</div>
Line 651: Line 653:
 
| (Future)
 
| (Future)
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
|
+
|  
 
|-
 
|-
 
| <div id="Core77">Core77</div>
 
| <div id="Core77">Core77</div>
Line 657: Line 659:
 
| (Future)
 
| (Future)
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
|
+
|  
 
|-
 
|-
 
| <div id="Core78">Core78</div>
 
| <div id="Core78">Core78</div>
 
| WILDERNESS POPULATION TRACKING
 
| WILDERNESS POPULATION TRACKING
 
| (Future)
 
| (Future)
| Wilderness population is quite limited and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
+
| Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
|
+
|  
 
|-
 
|-
 
| <div id="Core79">Core79</div>
 
| <div id="Core79">Core79</div>
 
| COLLECTORS AND FINDING BUYERS
 
| COLLECTORS AND FINDING BUYERS
 
| (Future)
 
| (Future)
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects| if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
+
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
|
+
|  
 
|-
 
|-
 
| <div id="Core80">Core80</div>
 
| <div id="Core80">Core80</div>
Line 675: Line 677:
 
| (Future)
 
| (Future)
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
|
+
|  
 
|-
 
|-
 
| <div id="Core81">Core81</div>
 
| <div id="Core81">Core81</div>
Line 681: Line 683:
 
| (Future)
 
| (Future)
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
|
+
|  
 
|-
 
|-
 
| <div id="Core82">Core82</div>
 
| <div id="Core82">Core82</div>
 
| THIEF AND SUPPORTING CAST
 
| THIEF AND SUPPORTING CAST
 
| (Future)
 
| (Future)
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode beyond what's there now, is an open question.
+
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.
|
+
|  
 
|-
 
|-
 
| <div id="Core83">Core83</div>
 
| <div id="Core83">Core83</div>
Line 693: Line 695:
 
| (Future)
 
| (Future)
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
|
+
|  
 
|-
 
|-
 
| <div id="Core84">Core84</div>
 
| <div id="Core84">Core84</div>
 
| HUNTING AND GATHERING
 
| HUNTING AND GATHERING
 
| (Future)
 
| (Future)
| You need to be able to obtain food from the wilderness and perform other tasks,processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
+
| You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
|
+
|  
 
|-
 
|-
 
| <div id="Core85">Core85</div>
 
| <div id="Core85">Core85</div>
Line 705: Line 707:
 
| (Future)
 
| (Future)
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
|
+
|  
 
|-
 
|-
 
| <div id="Core86">Core86</div>
 
| <div id="Core86">Core86</div>
Line 711: Line 713:
 
| (Future)
 
| (Future)
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
|
+
|  
 
|-
 
|-
 
| <div id="Core87">Core87</div>
 
| <div id="Core87">Core87</div>
Line 717: Line 719:
 
| (Future)
 
| (Future)
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
|
+
|  
 
|-
 
|-
 
| <div id="Core88">Core88</div>
 
| <div id="Core88">Core88</div>
Line 723: Line 725:
 
| (Future)
 
| (Future)
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
|
+
|  
 
|-
 
|-
 
| <div id="Core89">Core89</div>
 
| <div id="Core89">Core89</div>
Line 729: Line 731:
 
| (Future)
 
| (Future)
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
|
+
|  
 
|-
 
|-
 
| <div id="Core90">Core90</div>
 
| <div id="Core90">Core90</div>
Line 735: Line 737:
 
| (Future)
 
| (Future)
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
|
+
|  
 
|-
 
|-
 
| <div id="Core91">Core91</div>
 
| <div id="Core91">Core91</div>
Line 741: Line 743:
 
| (Future)
 
| (Future)
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
|
+
|  
 
|-
 
|-
 
| <div id="Core92">Core92</div>
 
| <div id="Core92">Core92</div>
Line 747: Line 749:
 
| (Future)
 
| (Future)
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
|
+
|  
 
|-
 
|-
 
| <div id="Core93">Core93</div>
 
| <div id="Core93">Core93</div>
Line 758: Line 760:
 
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
 
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
 
| (Future)
 
| (Future)
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.  
+
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.
| [[#Core92|Core92]].
+
| [[#Core92|Core92]]
 
|-
 
|-
 
| <div id="Core95">Core95</div>
 
| <div id="Core95">Core95</div>
 
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
 
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
 
| (Future)
 
| (Future)
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.  
+
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.
 
| [[#Core93|Core93]], [[#Core94|Core94]]
 
| [[#Core93|Core93]], [[#Core94|Core94]]
 
|-
 
|-
Line 770: Line 772:
 
| GENERALIZED CURSES AND OTHER ALTERATIONS
 
| GENERALIZED CURSES AND OTHER ALTERATIONS
 
| (Future)
 
| (Future)
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).  
+
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).
 
| [[#Core92|Core92]]
 
| [[#Core92|Core92]]
 
|-
 
|-
Line 777: Line 779:
 
| (Future)
 
| (Future)
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
|
+
|  
 
|-
 
|-
 
| <div id="Core98">Core98</div>
 
| <div id="Core98">Core98</div>
 
| BASIC GRAMMAR
 
| BASIC GRAMMAR
 
| (Future)
 
| (Future)
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.  
+
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.
 
| [[#Core97|Core97]]
 
| [[#Core97|Core97]]
 
|-
 
|-
Line 788: Line 790:
 
| WRITING
 
| WRITING
 
| (Future)
 
| (Future)
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.  
+
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.
 
| [[#Core98|Core98]]
 
| [[#Core98|Core98]]
 
|-
 
|-
Line 794: Line 796:
 
| NEW LANGUAGE ITEMS
 
| NEW LANGUAGE ITEMS
 
| (Future)
 
| (Future)
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).  
+
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).
 
| [[#Core99|Core99]]
 
| [[#Core99|Core99]]
 
|}
 
|}
  
=Bloats=
+
=Reqs=
  
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.
+
Reqs are old bugs, additions and adjustments that have to be handled.  
  
 
{| class="wikitable" valign="top"
 
{| class="wikitable" valign="top"
 
|- style="background:#EFEFEF"
 
|- style="background:#EFEFEF"
! style="width:10%"| Bloat-item
+
! style="width:10%"| Req-item
 
! style="width:15%"| Name
 
! style="width:15%"| Name
! style="width:15%"| Status
+
! style="width:10%"| Status
! style="width:40%"| Description
+
! style="width:50%"| Description
! style="width:40%"| Requirements
+
! style="width:15%"| Requirements
 
|-
 
|-
| <div id="Bloat1">Bloat1</div>
+
| <div id="Req1">Req1</div>
| ITEM GLOSSES
+
| PILE MASTERY AND TYPES
| Completed
+
| (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="Bloat2">Bloat2</div>
+
| <div id="Req2">Req2</div>
| MORE ITEM IMPROVEMENTS
+
| IMPROVED WORK ORDERS
 
| (Future)
 
| (Future)
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
+
| 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="Bloat3">Bloat3</div>
+
| <div id="Req3">Req3</div>
| PLAY
+
| TWEAK PRODUCTS OF WOOD BURNING
| (Future)
+
| Completed
| Kids should want toys and play with them, adults can use puzzle boxes.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat4">Bloat4</div>
+
| <div id="Req4">Req4</div>
| HIDDEN FUN STUFF
+
| PAYMENT FOR STORAGE JOBS
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat5">Bloat5</div>
+
| <div id="Req5">Req5</div>
| BURROWS
+
| STOP TREES FROM BEING ADJACENT
 
| Completed
 
| Completed
| (Upgraded) Moved this to a core item.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat6">Bloat6</div>
+
| <div id="Req6">Req6</div>
| BAR COUNTING
+
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
| (Future)
+
| Completed
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat7">Bloat7</div>
+
| <div id="Req7">Req7</div>
| RENTAL UNITS
+
| PARTY NOTIFICATION OPTION
 
| (Future)
 
| (Future)
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
+
| Option to turn off notification about dwarves organizing parties.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat8">Bloat8</div>
+
| <div id="Req8">Req8</div>
| RENT SETTING
+
| RIVER ACTIVITY AND ATTACKS
 
| (Future)
 
| (Future)
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
+
| 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="Bloat9">Bloat9</div>
+
| <div id="Req9">Req9</div>
| NOBLE RENT TWEAKS
+
| RESTRAINED SLEEP
 
| (Future)
 
| (Future)
| Nobles tweaking the rent of places they like so as to obtain them.
+
| People don't sleep/rest when they are chained/caged.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat10">Bloat10</div>
+
| <div id="Req10">Req10</div>
| WHEELBARROWS
+
| CARETAKER WELL USE
| (Future)
+
| Completed
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
+
| Caretakers seeking water should be able to use wells.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat11">Bloat11</div>
+
| <div id="Req11">Req11</div>
| FOOD HOARDERS BEWARE
+
| IMPROVED RESCUE
 
| (Future)
 
| (Future)
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
+
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat12">Bloat12</div>
+
| <div id="Req12">Req12</div>
| VERMIN TROUBLE
+
| WRESTLE TARGET PROBLEMS
| (Future)
+
| Completed
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
+
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
 +
|
 +
|-
 +
| <div id="Req13">Req13</div>
 +
| 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="Bloat13">Bloat13</div>
+
| <div id="Req14">Req14</div>
| HUNTING THE SMALL
+
| OUTSIDE LAVA BLOCKING
| (Future)
+
| Completed
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
+
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat14">Bloat14</div>
+
| <div id="Req15">Req15</div>
| HUNTER AI
+
| LAVA AND TREES
| (Future)
+
| Completed
| Be smarter about returning kills when interrupted.
+
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat15">Bloat15</div>
+
| <div id="Req16">Req16</div>
| FILTHY COMBAT EXTENSIONS
+
| REMOVE PUBLIC CHEST/CABINETS
| (Future)
+
| Completed
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
+
| This is part of the swap over to the bin system.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat16">Bloat16</div>
+
| <div id="Req17">Req17</div>
| ADVENTURING IN DWARF MODE
+
| AJAR DEFAULT DOOR SETTING
 
| Completed
 
| Completed
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat17">Bloat17</div>
+
| <div id="Req18">Req18</div>
| UNDERWATER DUNGEONS
+
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES
 
| (Future)
 
| (Future)
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
+
| 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="Bloat18">Bloat18</div>
+
| <div id="Req19">Req19</div>
| VERMIN AND DISEASE
+
| TARGETING PROBLEM
| (Future)
+
| Completed
| Link vermin to plagues.
+
| Champions didn't seem to want to target anything.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat19">Bloat19</div>
+
| <div id="Req20">Req20</div>
| FLUID WORKSHOPS
+
| PILE CHECKING
 
| (Future)
 
| (Future)
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
+
| 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="Bloat20">Bloat20</div>
+
| <div id="Req21">Req21</div>
| TRAP CONVERSION ISSUES
+
| BODYGUARDS LEAVING
 
| (Future)
 
| (Future)
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
+
| 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="Bloat21">Bloat21</div>
+
| <div id="Req22">Req22</div>
| VARIOUS GHOST IDEAS
+
| HAULING PROFESSION
 
| (Future)
 
| (Future)
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
+
| 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="Bloat22">Bloat22</div>
+
| <div id="Req23">Req23</div>
| ART HISTORY
+
| USE GROUNDING TO CURE TRAFFIC JAMS
| (Future)
+
| Completed
| Comments on art work, over different periods in the artist's career.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat23">Bloat23</div>
+
| <div id="Req24">Req24</div>
| END GAME EXPANSION
+
| TRANSFER PILES
 
| (Future)
 
| (Future)
| Extend adventure opportunities in end game caverns.
+
| 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="Bloat24">Bloat24</div>
+
| <div id="Req25">Req25</div>
| ADVENTURE MODE TWEAK
+
| TANTRUM THROWS
 
| Completed
 
| Completed
 +
| Thrown tantrum objects don't hit other friendlies, but they should.
 
|  
 
|  
 +
|-
 +
| <div id="Req26">Req26</div>
 +
| 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="Bloat25">Bloat25</div>
+
| <div id="Req27">Req27</div>
| ELVEN FOREST RETREAT
+
| IMPROVED WORKSHOP INTERFACES
 
| (Future)
 
| (Future)
| Control elf forest retreat. They could be on break all the time.
+
| 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>
 +
| CHASMING REFUSE
 +
| Completed
 +
| They used to throw refuse in the chasm. Now they don't. They should.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat26">Bloat26</div>
+
| <div id="Req29">Req29</div>
| SIDE STORIES
+
| SOLDIER PROFILES
 
| (Future)
 
| (Future)
| Little scenarios and side stories added to caves to make them more interesting.
+
| 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="Bloat27">Bloat27</div>
+
| <div id="Req30">Req30</div>
| ABSTRACT KNOWLEDGE SYSTEM
+
| MORE TRADE GOODS
| (Future)
+
| Completed
| Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
+
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat28">Bloat28</div>
+
| <div id="Req31">Req31</div>
| GATES
+
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
| (Future)
+
| Completed
| Sizeable giant gates that can be opened and closed remotely.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat29">Bloat29</div>
+
| <div id="Req32">Req32</div>
| MECHANISMS OUTDOORS
+
| SKILL SYNERGY
 
| (Future)
 
| (Future)
| Allow some of the traps to be placed outside.
+
| Have some skills give bonuses to other skills.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat30">Bloat30</div>
+
| <div id="Req33">Req33</div>
| AUTOMATE KITCHEN
+
| SMARTER ENGRAVER
| (Future)
+
| Completed
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
+
| 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="Bloat31">Bloat31</div>
+
| <div id="Req34">Req34</div>
| ABUSING DIPLOMATS AND MERCHANTS
+
| SHODDY ITEMS
 
| (Future)
 
| (Future)
| Various ways to assassinate diplomats and cause trouble.
+
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat32">Bloat32</div>
+
| <div id="Req35">Req35</div>
| WORKSHOP ASSIGNMENT
+
| SHODDY START ITEMS
 
| (Future)
 
| (Future)
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
+
| Shoddy items for low skill settlers.
 +
| [[#Req34|Req34]]
 +
|-
 +
| <div id="Req36">Req36</div>
 +
| INIT BUG
 +
| Completed
 +
| Potential initialization problem for dwarf mode if previous games have been played.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat33">Bloat33</div>
+
| <div id="Req37">Req37</div>
| EYE GLASSES
+
| TRIGGER LINK INTERFACE
 
| (Future)
 
| (Future)
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
+
| It could be more clear about what you are linking to and what it will do.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat34">Bloat34</div>
+
| <div id="Req38">Req38</div>
| MIRRORS
+
| JOB INFORMATION RETENTION
 
| (Future)
 
| (Future)
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
+
| 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="Bloat35">Bloat35</div>
+
| <div id="Req39">Req39</div>
| PROSTHETIC LIMBS
+
| AXES FOR WOODCUTTERS
| (Future)
+
| Completed
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat36">Bloat36</div>
+
| <div id="Req40">Req40</div>
| DICE AND PLAYING CARDS
+
| IMPROVED OUTPOST LIAISON
| (Future)
+
| Completed
 +
| Liaison should come earlier and be more useful.
 
|  
 
|  
 +
|-
 +
| <div id="Req41">Req41</div>
 +
| 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="Bloat37">Bloat37</div>
+
| <div id="Req42">Req42</div>
| COSTUMES
+
| STOP JOB RESUME WHEN UNDER ATTACK
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat38">Bloat38</div>
+
| <div id="Req43">Req43</div>
| MASKS
+
| MOVIE MAKER INTERFACE
 
| (Future)
 
| (Future)
|  
+
| Put fast-forward back in, some other tweaks.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat39">Bloat39</div>
+
| <div id="Req44">Req44</div>
| CLOCKS
+
| JOB ASSIGN OPTIMIZATION
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat40">Bloat40</div>
+
| <div id="Req45">Req45</div>
| BETTER BEDS
+
| TARGET OPTIMIZATION
| (Future)
+
| Completed
| Can extend the list of available materials, add blankets, pillows, etc.
+
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat41">Bloat41</div>
+
| <div id="Req46">Req46</div>
| MECHANICAL TOYS
+
| JOB AMOUNT ABUSE
 
| (Future)
 
| (Future)
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
+
| 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="Bloat42">Bloat42</div>
+
| <div id="Req47">Req47</div>
| AUTOMATONS
+
| GENERAL CHASMING OF ITEMS
| (Future)
+
| Completed
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
+
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
 +
|
 +
|-
 +
| <div id="Req48">Req48</div>
 +
| NO RECORD
 +
| Completed
 +
|
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat43">Bloat43</div>
+
| <div id="Req49">Req49</div>
| THINGS TO SMOKE
+
| POUR BUCKETS INTO BARRELS
| (Future)
+
| Completed
| Things to smoke, pipes, smoke circle events and so on.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat44">Bloat44</div>
+
| <div id="Req50">Req50</div>
| RESCUE OPERATIONS
+
| ERRANT BLOOD PLACEMENT
| (Future)
+
| Completed
| Rescuing kidnap victims using baron-level patrols or adventurers.
+
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat45">Bloat45</div>
+
| <div id="Req51">Req51</div>
| FLASKS
+
| OVER-POWERED TANTRUMS
 
| (Future)
 
| (Future)
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
+
| Damaging certain buildings is too easy.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat46">Bloat46</div>
+
| <div id="Req52">Req52</div>
| PROPER PREGNANCY
+
| NO RECORD
| (Future)
+
| Completed
| Currently creatures become pregnant from a distance, although it does do a gender check at least.
 
 
|  
 
|  
|-
 
| <div id="Bloat47">Bloat47</div>
 
| POND FISHING
 
| (Future)
 
| Cats should fish things out of your ponds.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat48">Bloat48</div>
+
| <div id="Req53">Req53</div>
| PERSONALITIES
+
| NO RECORD
 
| Completed
 
| Completed
| Dwarves should be further individualized with the potential to affect most aspects of the game.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat49">Bloat49</div>
+
| <div id="Req54">Req54</div>
| ARTIFACT GROUPS
+
| FOCUS 3D
 
| (Future)
 
| (Future)
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
+
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
 +
|-
 +
| <div id="Req55">Req55</div>
 +
| NO RECORD
 +
| Completed
 +
|
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat50">Bloat50</div>
+
| <div id="Req56">Req56</div>
| RESTRICT ANIMAL TRAINING
+
| NO RECORD
| (Future)
+
| Completed
| Decrease the effective age range for training animals.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat51">Bloat51</div>
+
| <div id="Req57">Req57</div>
| FAMILY TREE INTERFACE
+
| NO RECORD
| (Future)
+
| Completed
| Ability to view family trees. Show marriages, pets, parents of pets, etc.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat52">Bloat52</div>
+
| <div id="Req58">Req58</div>
| INTERFACE MOVEMENT
+
| SOLDIERS ON TOP OF MILITARY SCREEN
| (Future)
+
| Completed
| More ways in the interface to get between different unit/building/item views.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat53">Bloat53</div>
+
| <div id="Req59">Req59</div>
| MANDATE TEXT
+
| COLOR ON UNIT SCREEN
| (Future)
+
| Completed
| Add some flavor text to noble mandates, including punishment descriptions.
 
 
|  
 
|  
|-
 
| <div id="Bloat54">Bloat54</div>
 
| BUILDING JOB PRIORITIES
 
| (Future)
 
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat55">Bloat55</div>
+
| <div id="Req60">Req60</div>
| SULLIES
+
| BLOCK EXPLANATIONS
 
| Completed
 
| Completed
| Blood contaminants on units and items from fights and walking through pools, etc.
+
| Can't tell what's blocking you when are blocked going down dwarf stairs.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat56">Bloat56</div>
+
| <div id="Req61">Req61</div>
| EXTEND FELL MOOD
+
| INVASION AFTER-EFFECTS
 
| (Future)
 
| (Future)
| Extend fell mood to encompass other victims.
+
| 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="Bloat57">Bloat57</div>
+
| <div id="Req62">Req62</div>
| LAVA FURNACES
+
| SITE CLIFF DEFINITION
 
| Completed
 
| Completed
 +
| There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
 
|  
 
|  
 +
|-
 +
| <div id="Req63">Req63</div>
 +
| SMALL PET ATTACHMENTS
 +
| (Future)
 +
| People don't care when their smaller pets die.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat58">Bloat58</div>
+
| <div id="Req64">Req64</div>
| MORE LIVESTOCK
+
| ACCESSIBILITY ISSUES
 
| (Future)
 
| (Future)
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
+
| 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="Bloat59">Bloat59</div>
+
| <div id="Req65">Req65</div>
| MORE HAULING
+
| CRASH BUG WITH BOWS
| (Future)
+
| Completed
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
+
|
 +
|  
 +
|-
 +
| <div id="Req66">Req66</div>
 +
| PROBLEM WITH POPULATION CREATION
 +
| Completed
 +
|
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat60">Bloat60</div>
+
| <div id="Req67">Req67</div>
| KITCHEN STORAGE
+
| MONSTER BURIAL
| (Future)
+
| Completed
| Allow kitchen to store some barrels, although not sure about this.
+
| 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="Bloat61">Bloat61</div>
+
| <div id="Req68">Req68</div>
| HIDDEN MACABRE FUN STUFF
+
| HUNTING ARMOR
 
| (Future)
 
| (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>
 +
| IMPROPER BURIAL
 +
| Completed
 +
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat62">Bloat62</div>
+
| <div id="Req70">Req70</div>
| WORKSHOP GUILD ASSOCIATIONS
+
| BREAKUP ITEM STACKS
 
| (Future)
 
| (Future)
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.
+
| 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="Bloat63">Bloat63</div>
+
| <div id="Req71">Req71</div>
| COAL BYPRODUCTS
+
| ARMY PROFILES
 
| (Future)
 
| (Future)
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
+
| 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="Bloat64">Bloat64</div>
+
| <div id="Req72">Req72</div>
| PROPER GEM ENVIRONMENTS
+
| WILD BEASTS POPULATING SITES
 
| Completed
 
| Completed
| Link gem types with proper substrates as much as possible.
 
 
|  
 
|  
|-
 
| <div id="Bloat65">Bloat65</div>
 
| ROCK APPEARANCE
 
| Completed
 
| Make sandstone look better, can extend rock types in general.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat66">Bloat66</div>
+
| <div id="Req73">Req73</div>
| NO RECORD
+
| SOME CODE CLEANING
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat67">Bloat67</div>
+
| <div id="Req74">Req74</div>
| PET AGE INTERFACE
+
| MINING DESIGNATIONS
 
| (Future)
 
| (Future)
| Mention pet age in their names or have profiles for them.
+
| 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>
 +
| REWALL
 +
| Completed
 +
| Option to re-wall or fill in channels, using some stone.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat68">Bloat68</div>
+
| <div id="Req76">Req76</div>
| SCARY EVIL ARMIES
+
| INTELLIGENT HUNTING
 
| (Future)
 
| (Future)
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
+
| Crossbow hunters should be more intelligent about their ammo.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat69">Bloat69</div>
+
| <div id="Req77">Req77</div>
| MORE END GAME
+
| SOME NEW WILDERNESS CREATURE TYPES
| (Future)
+
| Completed
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
 
 
|  
 
|  
|-
 
| <div id="Bloat70">Bloat70</div>
 
| ROOM ASSIGNMENT INTERFACE
 
| (Future)
 
| Ability to assign rooms from the unit screen.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat71">Bloat71</div>
+
| <div id="Req78">Req78</div>
| MORE UNIT TYPES
+
| TWEAK FOR PILES
 
| Completed
 
| Completed
| Add some more distinctions to dwarf unit types.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat72">Bloat72</div>
+
| <div id="Req79">Req79</div>
| ELVEN DIPLOMACY
+
| JOB CANCEL NOTICES
 
| (Future)
 
| (Future)
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
+
| 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="Bloat73">Bloat73</div>
+
| <div id="Req80">Req80</div>
| MORE DIPLOMACY
+
| WILDERNESS INTERACTIONS
 
| (Future)
 
| (Future)
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
+
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat74">Bloat74</div>
+
| <div id="Req81">Req81</div>
| NO RECORD
+
| ARTISANS WEARING ARMOR
| Completed
+
| (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>
 +
| NUMBERED JOB REPEAT
 +
| (Future)
 +
| Option to have numeric repeats for a job.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat75">Bloat75</div>
+
| <div id="Req83">Req83</div>
| MINOR PUNISHMENT
+
| INTELLIGENT JOB HANDLING
 
| (Future)
 
| (Future)
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
+
| More job suspensions rather than complete cancellations.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat76">Bloat76</div>
+
| <div id="Req84">Req84</div>
| MONSTER FIGHTING SKILLS
+
| SKILL ROLL CONSISTENCY
 
| (Future)
 
| (Future)
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
+
| 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="Bloat77">Bloat77</div>
+
| <div id="Req85">Req85</div>
| CLAY, MUD, ADOBE STUFF
+
| PAIN DEADENING AND SCARS
 
| (Future)
 
| (Future)
| Can use the kiln, have glazes, etc. Bricks.
+
| 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="Bloat78">Bloat78</div>
+
| <div id="Req86">Req86</div>
| WAGE AND JOB MANDATES
+
| JOB PRIORITIZING
 
| (Future)
 
| (Future)
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
+
| 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="Bloat79">Bloat79</div>
+
| <div id="Req87">Req87</div>
| BONUSES FOR GOOD JOB
+
| IMPROVE DROWNING
 
| (Future)
 
| (Future)
| Bonus on top of regular wages for doing a good job. This is partially implemented.
+
| 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="Bloat80">Bloat80</div>
+
| <div id="Req88">Req88</div>
| POND WATER USE
+
| STOCKS AND CORPSES
 
| Completed
 
| Completed
| Drink out of ponds if no wells or rivers accessible.
+
| Problem with corpses/body parts in the stockpile screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat81">Bloat81</div>
+
| <div id="Req89">Req89</div>
| VISIBLE SWIMMERS
+
| DIG INTERFACE PROBLEM
| Completed
+
| Completed
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
+
|  
 +
|
 +
|-
 +
| <div id="Req90">Req90</div>
 +
| 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="Bloat82">Bloat82</div>
+
| <div id="Req91">Req91</div>
| EXTEND RANSACKING
+
| LEATHER COUNTING
 
| (Future)
 
| (Future)
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
+
| 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="Bloat83">Bloat83</div>
+
| <div id="Req92">Req92</div>
| PORTERS
+
| BETTER SHOOTING INTERFACE
 
| (Future)
 
| (Future)
| Nobles can have other people store their possessions, possibly for a wage.
+
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat84">Bloat84</div>
+
| <div id="Req93">Req93</div>
| LEFT/RIGHT SPLIT
+
| NO RECORD
 
| Completed
 
| Completed
| Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat85">Bloat85</div>
+
| <div id="Req94">Req94</div>
| MORE FOOD PREFS
+
| ABANDONMENT FIX
| (Future)
+
| Completed
| Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen.
+
|  
| [[#Req129|Req129]]
+
|  
 
|-
 
|-
| <div id="Bloat86">Bloat86</div>
+
| <div id="Req95">Req95</div>
| UNIT DISTINCTIONS
+
| BETTER TRAP TEXT
 
| (Future)
 
| (Future)
| Distinguish thieves a bit based on quality as they gain skill.
+
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat87">Bloat87</div>
+
| <div id="Req96">Req96</div>
| PET ADMIRATION ISSUE
+
| LIGHTING
 
| (Future)
 
| (Future)
| Issue/optimization with being satisfied at seeing animals you like.
+
| 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="Bloat88">Bloat88</div>
+
| <div id="Req97">Req97</div>
| MORE SLEEP DISTURBANCES
+
| VERMIN SWARMS IN ADVENTURE MODE
| (Future)
+
| Completed
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.
 
 
|  
 
|  
|-
 
| <div id="Bloat89">Bloat89</div>
 
| EXTREME MOOD MODIFICATION
 
| (Future)
 
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat90">Bloat90</div>
+
| <div id="Req98">Req98</div>
| MUTINY
+
| ART IMAGES
 +
| Completed
 +
|
 +
|
 +
|-
 +
| <div id="Req99">Req99</div>
 +
| BURYING THINGS
 
| (Future)
 
| (Future)
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
+
| Allow items to be buried under the soil.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat91">Bloat91</div>
+
| <div id="Req100">Req100</div>
| HOUSE OF ANIMALS
+
| COIN STORES
 
| (Future)
 
| (Future)
| Advocacy from the house of animals noble.
+
| Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
 +
|
 +
|-
 +
| <div id="Req101">Req101</div>
 +
| HAPPINESS UPON RELEASE FROM CONFINEMENT
 +
| Completed
 +
|
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat92">Bloat92</div>
+
| <div id="Req102">Req102</div>
| BETTER PARTIES
+
| SOME WAGE ADJUSTMENTS
 
| (Future)
 
| (Future)
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
+
| Jeweler and mechanic jobs should take a little longer but pay more.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat93">Bloat93</div>
+
| <div id="Req103">Req103</div>
| AMOROUS RELATIONSHIPS
+
| NO RECORD
| (Future)
+
| Completed
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat94">Bloat94</div>
+
| <div id="Req104">Req104</div>
| INSTRUMENT USE
+
| SLAYER ANNOUNCEMENT
 
| (Future)
 
| (Future)
| Instrument use at parties.
+
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat95">Bloat95</div>
+
| <div id="Req105">Req105</div>
| GRUDGES
+
| SOME BUILDING INTERACTIONS
| (Future)
+
| Completed
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat96">Bloat96</div>
+
| <div id="Req106">Req106</div>
| WAGE ADJUSTMENT
+
| FINALIZING THE STATE OF ACTIVE FLOWS
 
| (Future)
 
| (Future)
| Bonuses for dangerous taming jobs.
+
| If flows are active when the player quits, their effects need to be handled.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat97">Bloat97</div>