v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Consolidated development
Revision as of 23:58, 29 January 2013 by Tyrannus007 (talk | contribs) (Fixed a couple of the cores)
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.
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.
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
Arc | Description | Requirements |
---|---|---|
BUSTLING TOWN ARC | The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting. | Core41, Core42, Core43, Req148, Req162, Req249, Req261, Req344, Req348, Req369, Req379, Req408, Req415, Req471, Req477, Req588, Bloat165, Bloat188, Bloat203, Bloat204, Bloat210, Bloat233, Bloat242, Bloat243, Bloat266, Bloat267, Bloat373, Bloat378, Bloat381, Bloat382, PowerGoal34, PowerGoal36, PowerGoal41, PowerGoal48, PowerGoal55, PowerGoal67, PowerGoal73, PowerGoal74, PowerGoal82, PowerGoal91, PowerGoal131, PowerGoal137 and PowerGoal148. |
FIRE AND LIGHTING ARC | The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways. | Core14, Core55, Req96 and PowerGoal150. |
BURROWS, TRANSPORTION AND AUTOMATION ARC | Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example. | Core36, Core56, Core57, Req1, Req2, Req18, Req22, Req24, Req27, Req28, Req38, Req41, Req46, Req47, Req67, Req74, Req82, Req83, Req86, Req90, Req112, Req128, Req129, Req140, Req146, Req162, Req197, Req273, Req287, Req349, Req384, Req385, Req392, Req393, Req400, Req404, Req409, Req410, Req413, Req422, Req424, Req428, Req429, Req435, Req436, Req437, Req439, Req450, Req482, Req528, Req533, Req534, Req544, Req558, Req560, Req572, Req584, Bloat6, Bloat10, Bloat19, Bloat28, Bloat30, Bloat32, Bloat54, Bloat59, Bloat60, Bloat83, Bloat218, Bloat253, Bloat281, Bloat308 and Bloat313. |
ADVANCED HELP ARC | Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help. | Core19, Core22 and Core58. |
CARAVAN ARC | As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item. | Core3, Core38, Core81, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 and PowerGoal148. |
COUNTY ARC | You should be able to develop a larger settlement outside the confines of the immediate play area. | Core28, Core29 and PowerGoal53. |
ARMY ARC | You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc. | Core26, Core27, Core35, Core45, Core46, Req18, Req29, Req61, Req71, Req81, Req125, Req126, Req221, Req273, Req301, Req371, Req398, Req414, Req417, Req427, Req444, Req449, Req475, Req478, Req496, Req503, Req545, Req571, Bloat44, Bloat117, Bloat130, Bloat131, Bloat175, Bloat289, PowerGoal1, PowerGoal2, PowerGoal3, PowerGoal4, PowerGoal5, PowerGoal6, PowerGoal7, PowerGoal8, PowerGoal11, PowerGoal17, PowerGoal40, PowerGoal59, PowerGoal70, PowerGoal71, PowerGoal76, PowerGoal92, PowerGoal98, PowerGoal119, PowerGoal127, PowerGoal130, PowerGoal138, PowerGoal140, PowerGoal141, PowerGoal142, PowerGoal143, PowerGoal144 and PowerGoal147. |
NEMESIS ARC | The civilization leaders should be fleshed out in many ways. | Core11, Core15, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 and PowerGoal122. |
RELATIONSHIPS ARC | You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon. | Core59, Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119. |
DIPLOMACY ARC | There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything. | Core33, Core62, Core63, Req174, Req177, Req291, Req451, Req527, Req542, Req543, Bloat31, Bloat72, Bloat73, PowerGoal10, PowerGoal98 and PowerGoal101. |
GHOSTS ARC | When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.). | Core67, Core68, Core69, Core70, Bloat21, PowerGoal11, PowerGoal92 and PowerGoal107. |
AFFILIATION ARC | You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful. | Core64, Core65, Core71, Req586, Req587, Bloat163, PowerGoal12, PowerGoal19, PowerGoal27, PowerGoal37, PowerGoal41, PowerGoal42, PowerGoal44, PowerGoal48 and PowerGoal54. |
COMBAT ARC | Many more combat skills and more attributes, etc. | Core72, Core73, Core74, Req45, Req54, Req85, Req92, Req104, Req149, Req164, Req171, Req183, Req188, Req192, Req198, Req199, Req200, Req206, Req224, Req230, Req233, Req234, Req290, Req315, Req330, Req331, Req340, Req352, Req403, Req466, Req532, Req568, Req575, Bloat15, Bloat55, Bloat76, Bloat102, Bloat127, Bloat135, Bloat136, Bloat137, Bloat138, Bloat139, Bloat141, Bloat142, Bloat162, Bloat222, Bloat254, Bloat271, PowerGoal28, PowerGoal29, PowerGoal61, PowerGoal63, PowerGoal77, PowerGoal79, PowerGoal89, PowerGoal90, PowerGoal93, PowerGoal94, PowerGoal96, PowerGoal103 and PowerGoal150. |
SCENARIOS ARC | Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations. | Core75, Core76, Req214, Req317, Bloat26 and Bloat143. |
LIFE CYCLE ARC | the actions of the player, so it has to be done carefully. | Core77, Core78, Req317, Req441, Req489, Bloat115, Bloat193, Bloat194 and PowerGoal31. |
ARTIFACT ARC | Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance. | Core79, Core80, Req395, Bloat49, Bloat173, PowerGoal13, PowerGoal60, PowerGoal68 and PowerGoal134. |
CRIME AND PUNISHMENT ARC | There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution... | Core82, Core83, Req303, Req327, Req366, Bloat53, Bloat75, Bloat143, PowerGoal14, PowerGoal22, PowerGoal23, PowerGoal25, PowerGoal26, PowerGoal38, PowerGoal47, PowerGoal66, PowerGoal80, PowerGoal91, PowerGoal99, PowerGoal124, PowerGoal126, PowerGoal136 and PowerGoal146. |
ADVENTURER SKILLS ARC | survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map. | Core84, Core85, Core86, Req32, Req34, Req99, Req107, Req168, Req236, Req302, Req327, Req491, Bloat160, Bloat317, Bloat380, PowerGoal9, PowerGoal15 and PowerGoal103. |
ADVENTURER PARTIES AND ENTITY | As an adventurer with followers, you should can your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI. | Core24, Core61, PowerGoal20 and PowerGoal135. |
DUNGEON ARC | Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world. | Core89, Core90, Core91, Req8, Req80, Req107, Req148, Req232, Req284, Req324, Req375, Req426, Req476, Req479, Req504, Req576, Bloat17, Bloat23, Bloat169, Bloat172, Bloat189, Bloat190, Bloat241, Bloat383, PowerGoal13, PowerGoal27, PowerGoal32, PowerGoal49, PowerGoal50, PowerGoal51, PowerGoal52, PowerGoal62, PowerGoal100, PowerGoal111 and PowerGoal145. |
HUMANOID ARC | Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings. | Core87, Core88, Req148, Bloat206 and PowerGoal129. |
PRESENTATION ARC | A cleaner interface and more interface and display options will make the game more accessible. Better support for translations. | Core21, Core50, Core51, Core52, Core54, Req37, Req43, Req79, Req142, Req152, Req179, Req180, Req207, Req218, Req258, Req306, Req314, Req320, Req328, Req332, Req338, Req381, Req382, Req383, Req386, Req387, Req388, Req390, Req401, Req402, Req411, Req421, Req430, Req432, Req434, Req443, Req460, Req483, Req513, Req520, Req531, Req546, Req547, Req548, Req550, Req556, Req558, Req559, Req560, Req564, Req566, Req570, Req585, Bloat52, Bloat106, Bloat107, Bloat108, Bloat118, Bloat153, Bloat199, Bloat268, Bloat303, Bloat307, Bloat311, Bloat354, Bloat355, Bloat358, Bloat361, Bloat364, Bloat368 and Bloat379. |
LANGUAGE ARC | The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways. | Core97, Core98, Core99 and Core100. |
RANDOMIZATION AND RAWS ARC | More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names. | Core53, Core92, Core93, Core94, Core95 and Core96. |
Long-Term Arcs
Arc | Description | Requirements |
---|---|---|
HIGH LEVEL PLOTS AND DIPLOMACY | Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with. | Core30, Core33, Req131, PowerGoal18, PowerGoal47, PowerGoal57, PowerGoal65, PowerGoal95 and PowerGoal124. |
LATE GAME | As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting. | Bloat149. |
EARLY GAME | The Age of Myth in world generation should be playable. | Bloat148. |
HUMAN TOWN | You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting. | Req469 and Bloat146. |
GOBLIN/KOBOLD/CAVER | Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties. | |
ELF FOREST RETREAT | Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal. | Bloat25. |
MONSTER | Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self. | PowerGoal60. |
MERCHANT | With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game. | PowerGoal62. |
MAGIC | There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers. | Bloat134, PowerGoal58, PowerGoal68, PowerGoal84, PowerGoal92, PowerGoal97, PowerGoal108, PowerGoal122 and PowerGoal128. |
CONTROL A WIZARD ENTITY | Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes. | Bloat134, Bloat147, PowerGoal58 and PowerGoal60. |
DEITY | Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography. | Bloat344, Bloat376, Bloat377, Bloat382, PowerGoal64, PowerGoal75, PowerGoal82, PowerGoal86, PowerGoal90, PowerGoal105, PowerGoal109, PowerGoal113, PowerGoal118, PowerGoal122, PowerGoal125, PowerGoal135, PowerGoal139, PowerGoal141 and PowerGoal146. |
WORLD GENERATION PARAMETERS | Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go. | Bloat150, Bloat217 and PowerGoal125. |
TERRAIN/WEATHER/SWIMMING/FLYING/BOATS | Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls. | |
PLANES | Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game. | PowerGoal81. |
EDITORS | Draw your own region maps, create your own towns, creatures, items, start situations, etc. For example, you could create Earth at various time periods (or an amalgamation of various time periods). | |
AND MORE, AND WORSE | I'm still too embarrassed to share every idea we had... The Keep and Event Horizon came up. You don't want to know. |
Building blocks for some of the arcs
Core items
Core-item | Name | Status | Description | Requirements |
---|---|---|---|---|
Core1
|
WRESTLING | Completed | Introduce close combat with various manuevers. | |
Core2
|
ADVENTURER EATING AND DRINKING | Completed | Start the adventurer with food and allow them to eat and drink. | |
Core3
|
CARAVANS | (Future) | though caravans will no longer be 'generated' when needed.,entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress| although it's possible they could be abstracted a bit if they are too numerous. | Core38 |
Core4
|
GROUND INTERACTIONS | Completed | Introduce adventurer interacting with the environment. | |
Core5
|
ADVENTURER TRAVEL | Completed | Allow the adventurer and companions to travel between sites on the world map. | |
Core6
|
BASIC ADVENTURER ENVIRONMENTAL EFFECTS | Completed | Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet. | |
Core7
|
CONVERSATIONS | Completed | Add the ability to talk to other creatures in adventure mode. | |
Core8
|
ADVENTURER SHOPS | Completed | Basic buying and selling of objects in adventure mode. | |
Core9
|
TOWNS | Completed | Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories. | |
Core10
|
OO CODE UPDATE | Completed | Update all of the major code objects to C++. | |
Core11
|
ENEMY PETS | (Future) | Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners. | |
Core12
|
END GAME | Completed | Handled dwarf mode end game. | |
Core13
|
BEAST ATTACKS | Completed | Have the larger beasts that live in the caves attack your fortress during dwarf mode. | |
Core14
|
FIRE | Completed | Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections. | |
Core15
|
PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES | (Future) | so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc. | |
Core16
|
END GAME 2 | Completed | Additional dwarf mode end game. | |
Core17
|
LEGENDS | Completed | historical events and historical figures. | |
Core18
|
INTERFACE KEYS | Completed | Put the interface keys in editable files. | |
Core19
|
TUTORIALS | (Future) | Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily. | |
Core20
|
TITLE MOVIES | Completed | Do the intro movies with sound. | |
Core21
|
SOUND | (Future) | Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks. | |
Core22
|
ADVISORS | (Future) | Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain. | |
Core23
|
THE MANUAL | Completed | Do all of the sections of a basic manual to be viewed in-game. | |
Core24
|
ADVENTURER PARTIES | (Future) | Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option. | Core61 |
Core25
|
PLOT CLEANUP | Completed | like an attack by an undead army and so on. These were excised| but there's a lot of associated cleanup needed. Once this is established| the game will be ready for armies. | |
Core26
|
OVERLAND ARMIES ATTACKS | (Future) | The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default). | Core25, Core45 |
Core27
|
ARMIES OF DWARVES | (Future) | You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions. | Core26 |
Core28
|
CONTROL OF TERRITORY AND EXTERNAL LOCATIONS | (Future) | As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item. | Core29, Bloat172 |
Core29
|
EXTERNAL CONSTRUCTIONS | (Future) | World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change). | Core28 |
Core30
|
KINGDOM | (Future) | If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions. | Core28 |
Core31
|
MAPS FOR SITES | Completed | Caves and goblin fortress maps. | |
Core32
|
STARTING QUESTS | Completed | basic quests and town defense. | |
Core33
|
SERVING YOUR MONARCH | (Future) | you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted. | |
Core34
|
ABANDONMENT | Completed | Preserved dwarves when you abandon a game in an 'army' for later use. | |
Core35
|
DWARF RAIDS | (Future) | If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode. | Core27 |
Core36
|
BURROWS | Complete (partially) | You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas large fortresses should become easier to manage. | |
Core37
|
RETIREMENT | Completed | Add the ability to retire (or rest) your adventurer in any town. | |
Core38
|
SITE RESOURCES | (Future) | The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site. | |
Core39
|
END GAME 3 | Completed | Additional handling of dwarf mode end game. | |
Core40
|
MONSTERS | (Future) | due to a plot event. That might have to wait for magic. | |
Core41
|
TOWN, HOME AND SCHEDULES | Completed | but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you. | |
Core42
|
TOWN, ITEMS | (Future) | Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns,professions, trade and resources. | |
Core43
|
TOWN, IMPORTANT LOCATIONS | (Future) | Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay. | Core42 |
Core44
|
OVERLAND TOWN MIGRANTS | Completed | If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode. | |
Core45
|
CIVILIZATIONS AT WAR | (Future) | goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations. | Core44 |
Core46
|
ARMY BATTLES | (Future) | tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it. | Core45 |
Core47
|
CLEANING HISTORY | Completed | Unimportant dead historical figures should be abstracted away to save space. | |
Core48
|
SEAMLESS MAP | Completed | The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this. | |
Core49
|
FULL Z AXIS | Completed | The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode. | |
Core50
|
TILESET SUPPORT | (Future) | Allow graphical tiles to be used for all game objects. | |
Core51
|
SIZEABLE GAME WINDOW | (Future) | and possibly the support of variable width fonts to allow more text to be displayed. | |
Core52
|
INTERFACE OVERHAUL | (Future) | A coherent interface, additional options and mouse support. | |
Core53
|
MORE RAW FILES | (Future) | but workshop and furnace types are certainly good candidates. | |
Core54
|
TRANSLATION SUPPORT | (Future) | though current font implementations restrict this process at the moment if non-ASCII characters are to be involved. | |
Core55
|
LIGHTING | (Future) | This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc). | Req96 |
Core56
|
IMPROVED FORTRESS TRANSPORTATION | (Future) | some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options| and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain. | |
Core57
|
IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING | (Future) | As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential. | |
Core58
|
DOCUMENTATION | (Future) | The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options. | |
Core59
|
LOVE AND ROMANCE | (Future) | Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode. | |
Core60
|
HEIRS | (Future) | and the notion of the family in general could afford to have more impact on the game. | |
Core61
|
ADVENTURER ENTITIES | (Future) | Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in. | Core24 |
Core62
|
FURTHER DIPLOMACY | (Future) | 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. | |
Core63
|
SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS | (Future) | as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts. | |
Core64
|
INDIVIDUAL AFFILIATIONS | (Future) | and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well| especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it)| and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well. | |
Core65
|
ADVENTURER SITE AFFILIATIONS | (Future) | When you perform a task for an entity,you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups. | |
Core66
|
HIDDEN FUN STUFF | (Future) | No game is complete without it! | |
Core67
|
RUINS | (Future) | mainly the civilization in question and what happened to ruin it in the first place. | Core68 |
Core68
|
GRAVEYARDS AND TOMBS | (Future) | Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them. | Core67 |
Core69
|
OLD BATTLEFIELDS | (Future) | especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields| but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not. | |
Core70
|
FORTRESS RUINS,PRODUCTION TRACKING AND HISTORY TRIGGERS | (Future) | Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events). | |
Core71
|
BANDITS AND CULTS | (Future) | It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary. | |
Core72
|
ROBUST ATTRIBUTE SYSTEM | (Future) | Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused. | |
Core73
|
COMBAT OVERHAUL | (Future) | This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense. | |
Core74
|
WOUND HANDLING | (Future) | Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here. | |
Core75
|
ADVENTURER GENERATION AND SCENARIOS | (Future) | 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. | |
Core76
|
EMBARK SCENARIOS | (Future) | Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion. | |
Core77
|
AGE AND POPULATION TRACKING FOR ENTITIES | (Future) | Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot. | |
Core78
|
WILDERNESS POPULATION TRACKING | (Future) | Wilderness population is quite limited and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature. | |
Core79
|
COLLECTORS AND FINDING BUYERS | (Future) | if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting. | |
Core80
|
ARTIFACT MAGIC | (Future) | An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance. | |
Core81
|
TRIBUTE | (Future) | The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play. | |
Core82
|
THIEF AND SUPPORTING CAST | (Future) | Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode beyond what's there now, is an open question. | |
Core83
|
ARREST AND PUNISHMENT | (Future) | The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law. | |
Core84
|
HUNTING AND GATHERING | (Future) | You need to be able to obtain food from the wilderness and perform other tasks,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. | |
Core85
|
CHOP, DIG, BUILD! | (Future) | As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions. | |
Core86
|
ADVANCED ADVENTURER SKILLS | (Future) | Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first. | |
Core87
|
PROPER DWARVES | (Future) | Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples. | |
Core88
|
PROPER ELVES | (Future) | As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation... | |
Core89
|
PROPER GOBLINS | (Future) | At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play. | |
Core90
|
PROPER KOBOLDS | (Future) | Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding. | |
Core91
|
PROPER UNDERGROUND/MAP FEATURES | (Future) | Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas. | |
Core92
|
APPEARANCE VARIABLES/DESCRIPTIONS | (Future) | This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs. | |
Core93
|
RANDOMIZED MEGABEASTS AND POWERS | (Future) | (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. | Core92 |
Core94
|
RANDOMIZED REGIONS AND THEIR FLORA/FAUNA | (Future) | The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc. | Core92. |
Core95
|
RANDOMIZED ENTITIES AND CIVILIZED CREATURES | (Future) | As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects. | Core93, Core94 |
Core96
|
GENERALIZED CURSES AND OTHER ALTERATIONS | (Future) | "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects). | Core92 |
Core97
|
IMPROVED PHRASE STORAGE | (Future) | The current system of storing names is not very extendable, so it needs to be altered to support later changes. | |
Core98
|
BASIC GRAMMAR | (Future) | The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files. | Core97 |
Core99
|
WRITING | (Future) | Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this. | Core98 |
Core100
|
NEW LANGUAGE ITEMS | (Future) | Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems). | Core99 |
Bloats
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.
Bloat-item | Name | Status | Description | Requirements |
---|---|---|---|---|
Bloat1
|
ITEM GLOSSES | Completed | ||
Bloat2
|
MORE ITEM IMPROVEMENTS | (Future) | Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc. | |
Bloat3
|
PLAY | (Future) | Kids should want toys and play with them, adults can use puzzle boxes. | |
Bloat4
|
HIDDEN FUN STUFF | Completed | ||
Bloat5
|
BURROWS | Completed | (Upgraded) Moved this to a core item. | |
Bloat6
|
BAR COUNTING | (Future) | Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs. | |
Bloat7
|
RENTAL UNITS | (Future) | Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system. | |
Bloat8
|
RENT SETTING | (Future) | Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding. | |
Bloat9
|
NOBLE RENT TWEAKS | (Future) | Nobles tweaking the rent of places they like so as to obtain them. | |
Bloat10
|
WHEELBARROWS | (Future) | Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though. | |
Bloat11
|
FOOD HOARDERS BEWARE | (Future) | Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts. | |
Bloat12
|
VERMIN TROUBLE | (Future) | More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows. | |
Bloat13
|
HUNTING THE SMALL | (Future) | Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building. | |
Bloat14
|
HUNTER AI | (Future) | Be smarter about returning kills when interrupted. | |
Bloat15
|
FILTHY COMBAT EXTENSIONS | (Future) | Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents. | |
Bloat16
|
ADVENTURING IN DWARF MODE | Completed | (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places. | |
Bloat17
|
UNDERWATER DUNGEONS | (Future) | There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind. | |
Bloat18
|
VERMIN AND DISEASE | (Future) | Link vermin to plagues. | |
Bloat19
|
FLUID WORKSHOPS | (Future) | More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses. | |
Bloat20
|
TRAP CONVERSION ISSUES | (Future) | It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures). | |
Bloat21
|
VARIOUS GHOST IDEAS | (Future) | Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it. | |
Bloat22
|
ART HISTORY | (Future) | Comments on art work, over different periods in the artist's career. | |
Bloat23
|
END GAME EXPANSION | (Future) | Extend adventure opportunities in end game caverns. | |
Bloat24
|
ADVENTURE MODE TWEAK | Completed | ||
Bloat25
|
ELVEN FOREST RETREAT | (Future) | Control elf forest retreat. They could be on break all the time. | |
Bloat26
|
SIDE STORIES | (Future) | Little scenarios and side stories added to caves to make them more interesting. | |
Bloat27
|
ABSTRACT KNOWLEDGE SYSTEM | (Future) | Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered. | |
Bloat28
|
GATES | (Future) | Sizeable giant gates that can be opened and closed remotely. | |
Bloat29
|
MECHANISMS OUTDOORS | (Future) | Allow some of the traps to be placed outside. | |
Bloat30
|
AUTOMATE KITCHEN | (Future) | It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem. | |
Bloat31
|
ABUSING DIPLOMATS AND MERCHANTS | (Future) | Various ways to assassinate diplomats and cause trouble. | |
Bloat32
|
WORKSHOP ASSIGNMENT | (Future) | Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops. | |
Bloat33
|
EYE GLASSES | (Future) | Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material. | |
Bloat34
|
MIRRORS | (Future) | Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors. | |
Bloat35
|
PROSTHETIC LIMBS | (Future) | Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on. | |
Bloat36
|
DICE AND PLAYING CARDS | (Future) | ||
Bloat37
|
COSTUMES | (Future) | ||
Bloat38
|
MASKS | (Future) | ||
Bloat39
|
CLOCKS | (Future) | ||
Bloat40
|
BETTER BEDS | (Future) | Can extend the list of available materials, add blankets, pillows, etc. | |
Bloat41
|
MECHANICAL TOYS | (Future) | Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task. | |
Bloat42
|
AUTOMATONS | (Future) | Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons. | |
Bloat43
|
THINGS TO SMOKE | (Future) | Things to smoke, pipes, smoke circle events and so on. | |
Bloat44
|
RESCUE OPERATIONS | (Future) | Rescuing kidnap victims using baron-level patrols or adventurers. | |
Bloat45
|
FLASKS | (Future) | Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times. | |
Bloat46
|
PROPER PREGNANCY | (Future) | Currently creatures become pregnant from a distance, although it does do a gender check at least. | |
Bloat47
|
POND FISHING | (Future) | Cats should fish things out of your ponds. | |
Bloat48
|
PERSONALITIES | Completed | Dwarves should be further individualized with the potential to affect most aspects of the game. | |
Bloat49
|
ARTIFACT GROUPS | (Future) | Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry. | |
Bloat50
|
RESTRICT ANIMAL TRAINING | (Future) | Decrease the effective age range for training animals. | |
Bloat51
|
FAMILY TREE INTERFACE | (Future) | Ability to view family trees. Show marriages, pets, parents of pets, etc. | |
Bloat52
|
INTERFACE MOVEMENT | (Future) | More ways in the interface to get between different unit/building/item views. | |
Bloat53
|
MANDATE TEXT | (Future) | Add some flavor text to noble mandates, including punishment descriptions. | |
Bloat54
|
BUILDING JOB PRIORITIES | (Future) | Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units. | |
Bloat55
|
SULLIES | Completed | Blood contaminants on units and items from fights and walking through pools, etc. | |
Bloat56
|
EXTEND FELL MOOD | (Future) | Extend fell mood to encompass other victims. | |
Bloat57
|
LAVA FURNACES | Completed | ||
Bloat58
|
MORE LIVESTOCK | (Future) | Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time. | |
Bloat59
|
MORE HAULING | (Future) | Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows). | |
Bloat60
|
KITCHEN STORAGE | (Future) | Allow kitchen to store some barrels, although not sure about this. | |
Bloat61
|
HIDDEN MACABRE FUN STUFF | (Future) | ||
Bloat62
|
WORKSHOP GUILD ASSOCIATIONS | (Future) | Extend guild associations to buildings. This can be used to control mandate punishments and other things. | |
Bloat63
|
COAL BYPRODUCTS | (Future) | Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases. | |
Bloat64
|
PROPER GEM ENVIRONMENTS | Completed | Link gem types with proper substrates as much as possible. | |
Bloat65
|
ROCK APPEARANCE | Completed | Make sandstone look better, can extend rock types in general. | |
Bloat66
|
NO RECORD | Completed | ||
Bloat67
|
PET AGE INTERFACE | (Future) | Mention pet age in their names or have profiles for them. | |
Bloat68
|
SCARY EVIL ARMIES | (Future) | Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress. | |
Bloat69
|
MORE END GAME | (Future) | Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character. | |
Bloat70
|
ROOM ASSIGNMENT INTERFACE | (Future) | Ability to assign rooms from the unit screen. | |
Bloat71
|
MORE UNIT TYPES | Completed | Add some more distinctions to dwarf unit types. | |
Bloat72
|
ELVEN DIPLOMACY | (Future) | Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs. | |
Bloat73
|
MORE DIPLOMACY | (Future) | Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected. | |
Bloat74
|
NO RECORD | Completed | ||
Bloat75
|
MINOR PUNISHMENT | (Future) | Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair. | |
Bloat76
|
MONSTER FIGHTING SKILLS | (Future) | Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system. | |
Bloat77
|
CLAY, MUD, ADOBE STUFF | (Future) | Can use the kiln, have glazes, etc. Bricks. | |
Bloat78
|
WAGE AND JOB MANDATES | (Future) | Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous. | |
Bloat79
|
BONUSES FOR GOOD JOB | (Future) | Bonus on top of regular wages for doing a good job. This is partially implemented. | |
Bloat80
|
POND WATER USE | Completed | Drink out of ponds if no wells or rivers accessible. | |
Bloat81
|
VISIBLE SWIMMERS | Completed | Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat. | |
Bloat82
|
EXTEND RANSACKING | (Future) | Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards. | |
Bloat83
|
PORTERS | (Future) | Nobles can have other people store their possessions, possibly for a wage. | |
Bloat84
|
LEFT/RIGHT SPLIT | Completed | Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration. | |
Bloat85
|
MORE FOOD PREFS | (Future) | Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen. | Req129 |
Bloat86
|
UNIT DISTINCTIONS | (Future) | Distinguish thieves a bit based on quality as they gain skill. | |
Bloat87
|
PET ADMIRATION ISSUE | (Future) | Issue/optimization with being satisfied at seeing animals you like. | |
Bloat88
|
MORE SLEEP DISTURBANCES | (Future) | Make nearby violent deaths disturb sleepers heavily, or even wake them up. | |
Bloat89
|
EXTREME MOOD MODIFICATION | (Future) | Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity. | |
Bloat90
|
MUTINY | (Future) | Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders. | |
Bloat91
|
HOUSE OF ANIMALS | (Future) | Advocacy from the house of animals noble. | |
Bloat92
|
BETTER PARTIES | (Future) | Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on. | |
Bloat93
|
AMOROUS RELATIONSHIPS | (Future) | Dwarves that become good friends can have little parties by themselves. Eventually they can get married. | |
Bloat94
|
INSTRUMENT USE | (Future) | Instrument use at parties. | |
Bloat95
|
GRUDGES | (Future) | Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner. | |
Bloat96
|
WAGE ADJUSTMENT | (Future) | Bonuses for dangerous taming jobs. | |
Bloat97
|
ETCHING | (Future) | Etching on items. Could lead to magical runes type stuff. | |
Bloat98
|
HIDDEN FUN STUFF | Completed | ||
Bloat99
|
SELF-SERVICE HEALTHCARE | (Future) | Take charge of your own health if nobody comes to help after a while. | |
Bloat100
|
TECHNICAL SITE EXTENSIONS | Completed | Some issues with extending dwarf mode to other sites. | |
Bloat101
|
CAGE OPTIMIZATION | (Future) | Optimize the caging routines. | |
Bloat102
|
AMMO FETCHING | (Future) | Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking. | |
Bloat103
|
THIEF AI | (Future) | Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much. | |
Bloat104
|
CHITIN PROCESSING | (Future) | Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw. | |
Bloat105
|
OSTRACISM AND SOCIAL STIGMA | (Future) | Alienation of badly misbehaving dwarves. | |
Bloat106
|
JUSTICE INTERFACE | (Future) | Give more information on the justice screen. | |
Bloat107
|
THIEF INFORMATION | (Future) | Give more information about how much thieves have stolen. | |
Bloat108
|
IMPROVE HISTORY SCREEN | (Future) | ||
Bloat109
|
DRINK IMPROVEMENTS | (Future) | More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc. | |
Bloat110
|
CAVE-IN INJURIES | (Future) | Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system. | |
Bloat111
|
KNOWLEDGE OF TREES | (Future) | Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too. | |
Bloat112
|
IMPROVE CALENDAR | (Future) | Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games. | |
Bloat113
|
THEFT IMPROVEMENTS | (Future) | Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry. | |
Bloat114
|
THEFT IMPROVEMENTS | (Future) | Make the highest power thieves more daring and interesting. | |
Bloat115
|
MISSING HIST FIGS | (Future) | Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation. | |
Bloat116
|
ART IMAGERY | (Future) | More varied art imagery, such as buildings and siege engines. | |
Bloat117
|
SIEGE ENGINES | (Future) | Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific. | |
Bloat118
|
INTERFACE MOVEMENT | (Future) | Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units. | |
Bloat119
|
CONTAINER CONTENTS PAGING | Completed | Clean up scroll overflows on the item screen. | |
Bloat120
|
JOB STATS OPTIMIZATION | (Future) | Technical tweak of job completion number storage. | |
Bloat121
|
CHAR MAP CUSTOMIZATION | Completed | (Upgraded) Ability to customize the character maps has been superceded by tiles. | |
Bloat122
|
OWNABLE LIQUIDS | (Future) | Certain liquids should be ownable. | |
Bloat123
|
SIBLING MIGRANT ISSUE | (Future) | Sibling migrants don't track relationships properly. | |
Bloat124
|
SMALL MIGRANTS | (Future) | Allow migrants to bring babies and the small pocket pets. | |
Bloat125
|
VERMIN OFFERING RESOLUTION | (Future) | Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed. | |
Bloat126
|
HIDDEN FUN STUFF | Completed | ||
Bloat127
|
HEALING CODE TWEAK | (Future) | There's a small issue with healing that might slow the mending of breaks slightly. | |
Bloat128
|
DREAMS | (Future) | Use the current dream code to make it track random dreams, could do premonitions with this. | |
Bloat129
|
INVENTORY SHUFFLING | (Future) | Refine equipment shuffling code so that dwarves fill their hands evenly if necessary. | |
Bloat130
|
OPTIMIZATION FOR INVASIONS | (Future) | Speed optimization for invasion code. | |
Bloat131
|
INVASION HISTORIES | (Future) | Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light. | |
Bloat132
|
HIDDEN FUN STUFF | (Future) | ||
Bloat133
|
PHILOSOPHER ADVOCACY | (Future) | Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent. | |
Bloat134
|
WIZARD STUFF | (Future) | This bloat was just to remind me about books and all kinds of magic stuff arc. | |
Bloat135
|
WRESTLING | (Future) | Track who is lowest if a bunch of people are wrestling in a square and start to crush them. | |
Bloat136
|
WRESTLING | (Future) | Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death. | |
Bloat137
|
WRESTLING | (Future) | Technical issue with stuck-ins and freedom of movement. | |
Bloat138
|
WRESTLING | (Future) | Handle grab-tear shaking and further poison injection. | |
Bloat139
|
WRESTLING | (Future) | Incidental item/item, item/bp tangle-ups. | |
Bloat140
|
SPECIFIC WRESTLING INTERFACE | Completed | ||
Bloat141
|
WRESTLING MOVES AND MORE INTERFACE | (Future) | Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list. | |
Bloat142
|
AND MORE WRESTLING | (Future) | Reversing wrestling holds. | |
Bloat143
|
PUNISHMENT | (Future) | Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario. | |
Bloat144
|
DISEASE AND INFECTION | (Future) | Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage. | |
Bloat145
|
RUST | (Future) | Rust and verdigris and so on. | |
Bloat146
|
HUMAN TOWN MODE | (Future) | Control human town. See future dev. | |
Bloat147
|
WIZARD MODE | (Future) | Control wizard from tower, etc. See future dev. | |
Bloat148
|
EARLY GAME | (Future) | Start games in Age of Myth. See future dev. | |
Bloat149
|
LATE GAME | (Future) | Run games passed the Golden Age into more mundane times. See future dev. | |
Bloat150
|
WORLD CUSTOMIZATION | (Future) | Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev. | |
Bloat151
|
HIDDEN FUN STUFF | (Future) | ||
Bloat152
|
FIGURINE SHAPES | (Future) | Shapes for figurines. | |
Bloat153
|
MORE UNIT SCREENS | (Future) | Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on. | |
Bloat154
|
ACTIVATE SOLDIERS FROM MAIN SCREEN | Completed | ||
Bloat155
|
MERCHANT FOOD PRICES | (Future) | Expand merchant price tweaks to cover foods. | |
Bloat156
|
SIEGE ENGINE IMPROVEMENT | Completed | ||
Bloat157
|
EXCISE SOME OLD PLOT STUFF | Completed | ||
Bloat158
|
COIN IMAGES | Completed | ||
Bloat159
|
CHANGE SNEAK SKILL | (Future) | Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it. | |
Bloat160
|
KILL VERMIN | (Future) | Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable. | |
Bloat161
|
MORE PLAYER ABUSE | (Future) | Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories. | |
Bloat162
|
POWDER THROWS | (Future) | Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower). | |
Bloat163
|
COLLECTOR QUESTS | (Future) | Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging. | |
Bloat164
|
ITEM PLACEMENT | (Future) | Items should be placed in dwarf mode ponds sometimes after game. | |
Bloat165
|
WALL HANGINGS AND RUGS | (Future) | Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items. | Core43 |
Bloat166
|
BATHS | (Future) | Bath tubs. Golden bath tubs. Use of soap with a bucket of water. | |
Bloat167
|
ANIMAL PREFS AND DEATH | (Future) | Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat). | |
Bloat168
|
PET EATERS | (Future) | Hungry pet carnivore could kill your other pets, leading to fights between pet owners. | |
Bloat169
|
INSIDE WILDLIFE | Completed | Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets. | |
Bloat170
|
ROOM CLEANING | (Future) | Cleaning rooms more responsibly, perhaps before sleeping. | |
Bloat171
|
ADVENTURER AND TOYS | (Future) | You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever). | |
Bloat172
|
DEEP SITES | (Future) | There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way. | |
Bloat173
|
FINDING BUYERS | (Future) | Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge. | |
Bloat174
|
NOBLE RANK SYSTEM | Completed | Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank. | |
Bloat175
|
CARE PACKAGES | (Future) | Being able to send comforting trinkets and provisions to your armies. | |
Bloat176
|
PHYSICAL FEATURES | (Future) | Various superfluous physical features for dwarves and others. | |
Bloat177
|
PRISON REFORM | (Future) | If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there. | |
Bloat178
|
MINING TWEAK | Completed | ||
Bloat179
|
HIDDEN FUN STUFF | (Future) | ||
Bloat180
|
HIDDEN FUN STUFF | (Future) | ||
Bloat181
|
ABANDONMENT ISSUE | (Future) | ||
Bloat182
|
CAVE CLAIMING | (Future) | Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself. | |
Bloat183
|
CHILD NAMING | (Future) | Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways. | |
Bloat184
|
NO RECORD | Completed | ||
Bloat185
|
LIBRARIES | (Future) | Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible. | |
Bloat186
|
HIDDEN FUN STUFF | (Future) | ||
Bloat187
|
WRITING AND GRAPHICS | (Future) | If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity. | |
Bloat188
|
KEYS | (Future) | Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc. | Core42 |
Bloat189
|
INTERNAL AREAS | (Future) | Internal mushroom jungles and lost whatevers and so on. | |
Bloat190
|
UNDERGROUND LAKES | Completed | Large underground lakes, can build platforms on them, and the platforms can support further buildings. | |
Bloat191
|
SNAKES AND WORMS | (Future) | There are some complications from these creatures since they should always be on the ground and need to start that way. | |
Bloat192
|
LYING AND BEING PUNISHED | (Future) | You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated. | |
Bloat193
|
DEMOGRAPHICS ISSUES 1 | (Future) | If a town runs out of women, they could seek more. | |
Bloat194
|
DEMOGRAPHICS ISSUES 2 | (Future) | If there are too many men in town, they could start more wars. | |
Bloat195
|
ADVENTURER MOUNTS | (Future) | Should be able to acquire mounts and beasts of burden. | |
Bloat196
|
VILLAGE STORIES | (Future) | Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story. | |
Bloat197
|
MINIMAP ISSUES | (Future) | Center X on minimap and make sure it flickers properly. | |
Bloat198
|
SITE SPRAWL | (Future) | The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections. | |
Bloat199
|
MINING/CUTTING ANNOUNCEMENTS | (Future) | It could announce when current reachable wood-cutting and mining jobs are done. | |
Bloat200
|
PERSISTENT CONVERSATIONS | (Future) | Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well. | |
Bloat201
|
CONVERSATION UTTERANCE BUILDERS | (Future) | When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone. | |
Bloat202
|
CONVERSATION PLEASANTRIES | (Future) | Have random pleasantries with random responses. | |
Bloat203
|
SPECIFIC QUERIES | (Future) | Can ask about any entity, site, creature etc that is known to you. | |
Bloat204
|
STORE QUERIES | (Future) | Can ask about stores, people can direct you, even to another town. | |
Bloat205
|
UNIT KNOWLEDGE | (Future) | Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations. | |
Bloat206
|
DWARF/ELF COMMUNITIES | (Future) | Add meaningful things to the dwarf/elf communities. | |
Bloat207
|
SLOW ESCALATION TO VIOLENCE |