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.

Difference between revisions of "Consolidated development"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(formatting)
 
(56 intermediate revisions by 19 users not shown)
Line 1: Line 1:
This is a transcript of the old "Consolidated Development Page" as it was before the design of the Dwarf Fortress
+
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].
  
The next few years
+
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.
  
=Near-Term Arcs=
+
=Arcs=
  
 +
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such, the status of completeness can't be determined that easily.
  
{| class="wikitable"
+
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.
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
 
|-
+
==Short-Term Arcs==
! style="background:#efefef;width:20%;"|Arc
 
! style="background:#efefef;width:40%;"|Description
 
! style="background:#efefef;width:40%;"|Requirements
 
|-valign="top"
 
  
 +
{| class="wikitable" valign="top"
 +
|- style="background:#EFEFEF"
 +
! style="width:20%"|Arc
 +
! style="width:40%"|Description
 +
! style="width:40%"|Requirements
 
|-
 
|-
 
| BUSTLING TOWN ARC
 
| BUSTLING TOWN ARC
 
| The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting.
 
| The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting.
| Core41, 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.
+
| [[#Core41|Core41]], [[#Core42|Core42]], [[#Core43|Core43]], [[#Req148|Req148]], [[#Req162|Req162]], [[#Req249|Req249]], [[#Req261|Req261]], [[#Req344|Req344]], [[#Req348|Req348]], [[#Req369|Req369]], [[#Req379|Req379]], [[#Req408|Req408]], [[#Req415|Req415]], [[#Req471|Req471]], [[#Req477|Req477]], [[#Req588|Req588]], [[#Bloat165|Bloat165]], [[#Bloat188|Bloat188]], [[#Bloat203|Bloat203]], [[#Bloat204|Bloat204]], [[#Bloat210|Bloat210]], [[#Bloat233|Bloat233]], [[#Bloat242|Bloat242]], [[#Bloat243|Bloat243]], [[#Bloat266|Bloat266]], [[#Bloat267|Bloat267]], [[#Bloat373|Bloat373]], [[#Bloat378|Bloat378]], [[#Bloat381|Bloat381]], [[#Bloat382|Bloat382]], [[#PowerGoal 34|PowerGoal34]], [[#PowerGoal 36|PowerGoal36]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 48|PowerGoal48]], [[#PowerGoal 55|PowerGoal55]], [[#PowerGoal 67|PowerGoal67]], [[#PowerGoal 73|PowerGoal73]], [[#PowerGoal 74|PowerGoal74]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 131|PowerGoal131]], [[#PowerGoal 137|PowerGoal137]] and [[#PowerGoal 148|PowerGoal148]].
 
|-
 
|-
 
| FIRE AND LIGHTING ARC  
 
| FIRE AND LIGHTING ARC  
 
|  The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways.
 
|  The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways.
| Core14, Core55, Req96 and PowerGoal150.
+
| [[#Core14|Core14]], [[#Core55|Core55]], [[#Req96|Req96]] and [[#PowerGoal 150|PowerGoal150]].
 
|-
 
|-
 
|  BURROWS, TRANSPORTION AND AUTOMATION ARC
 
|  BURROWS, TRANSPORTION AND AUTOMATION ARC
 
|  Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example.
 
|  Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example.
| Core36, 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.
+
| [[#Core36|Core36]], [[#Core56|Core56]], [[#Core57|Core57]], [[#Req1|Req1]], [[#Req2|Req2]], [[#Req18|Req18]], [[#Req22|Req22]], [[#Req24|Req24]], [[#Req27|Req27]], [[#Req28|Req28]], [[#Req38|Req38]], [[#Req41|Req41]], [[#Req46|Req46]], [[#Req47|Req47]], [[#Req67|Req67]], [[#Req74|Req74]], [[#Req82|Req82]], [[#Req83|Req83]], [[#Req86|Req86]], [[#Req90|Req90]], [[#Req112|Req112]], [[#Req128|Req128]], [[#Req129|Req129]], [[#Req140|Req140]], [[#Req146|Req146]], [[#Req162|Req162]], [[#Req197|Req197]], [[#Req273|Req273]], [[#Req287|Req287]], [[#Req349|Req349]], [[#Req384|Req384]], [[#Req385|Req385]], [[#Req392|Req392]], [[#Req393|Req393]], [[#Req400|Req400]], [[#Req404|Req404]], [[#Req409|Req409]], [[#Req410|Req410]], [[#Req413|Req413]], [[#Req422|Req422]], [[#Req424|Req424]], [[#Req428|Req428]], [[#Req429|Req429]], [[#Req435|Req435]], [[#Req436|Req436]], [[#Req437|Req437]], [[#Req439|Req439]], [[#Req450|Req450]], [[#Req482|Req482]], [[#Req528|Req528]], [[#Req533|Req533]], [[#Req534|Req534]], [[#Req544|Req544]], [[#Req558|Req558]], [[#Req560|Req560]], [[#Req572|Req572]], [[#Req584|Req584]], [[#Bloat6|Bloat6]], [[#Bloat10|Bloat10]], [[#Bloat19|Bloat19]], [[#Bloat28|Bloat28]], [[#Bloat30|Bloat30]], [[#Bloat32|Bloat32]], [[#Bloat54|Bloat54]], [[#Bloat59|Bloat59]], [[#Bloat60|Bloat60]], [[#Bloat83|Bloat83]], [[#Bloat218|Bloat218]], [[#Bloat253|Bloat253]], [[#Bloat281|Bloat281]], [[#Bloat308|Bloat308]] and [[#Bloat313|Bloat313]].
 
|-
 
|-
 
|  ADVANCED HELP ARC   
 
|  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, Core22 and Core58.
+
[[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
 
|-
 
|-
 
|  CARAVAN ARC   
 
|  CARAVAN ARC   
 
|  As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.
 
|  As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.
|  Core3, Core38, Core81, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 and PowerGoal148.
+
[[#Core3|Core3]], [[#Core38|Core38]], [[#Core81|Core81]], [[#Req21|Req21]], [[#Req132|Req132]], [[#Req133|Req133]], [[#Req175|Req175]], [[#Req204|Req204]], [[#Req218|Req218]], [[#Req220|Req220]], [[#Req260|Req260]], [[#Req279|Req279]], [[#Req364|Req364]], [[#Req463|Req463]], [[#Req516|Req516]], [[#Req555|Req555]], [[#Bloat155|Bloat155]], [[#Bloat263|Bloat263]], [[#Bloat267|Bloat267]], [[#PowerGoal 24|PowerGoal24]], [[#PowerGoal 33|PowerGoal33]], [[#PowerGoal 56|PowerGoal56]] and [[#PowerGoal 148|PowerGoal148]].
 
|-
 
|-
 
|  COUNTY ARC  
 
|  COUNTY ARC  
 
| You should be able to develop a larger settlement outside the confines of the immediate play area.  
 
| You should be able to develop a larger settlement outside the confines of the immediate play area.  
| Core28, Core29 and PowerGoal53.
+
| [[#Core28|Core28]], [[#Core29|Core29]] and [[#PowerGoal 53|PowerGoal53]].
 
|-
 
|-
 
|    ARMY ARC  
 
|    ARMY ARC  
 
| You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc.  
 
| You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc.  
| Core26, 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.
+
| [[#Core26|Core26]], [[#Core27|Core27]], [[#Core35|Core35]], [[#Core45|Core45]], [[#Core46|Core46]], [[#Req18|Req18]], [[#Req29|Req29]], [[#Req61|Req61]], [[#Req71|Req71]], [[#Req81|Req81]], [[#Req125|Req125]], [[#Req126|Req126]], [[#Req221|Req221]], [[#Req273|Req273]], [[#Req301|Req301]], [[#Req371|Req371]], [[#Req398|Req398]], [[#Req414|Req414]], [[#Req417|Req417]], [[#Req427|Req427]], [[#Req444|Req444]], [[#Req449|Req449]], [[#Req475|Req475]], [[#Req478|Req478]], [[#Req496|Req496]], [[#Req503|Req503]], [[#Req545|Req545]], [[#Req571|Req571]], [[#Bloat44|Bloat44]], [[#Bloat117|Bloat117]], [[#Bloat130|Bloat130]], [[#Bloat131|Bloat131]], [[#Bloat175|Bloat175]], [[#Bloat289|Bloat289]], [[#PowerGoal 1|PowerGoal1]], [[#PowerGoal 2|PowerGoal2]], [[#PowerGoal 3|PowerGoal3]], [[#PowerGoal 4|PowerGoal4]], [[#PowerGoal 5|PowerGoal5]], [[#PowerGoal 6|PowerGoal6]], [[#PowerGoal 7|PowerGoal7]], [[#PowerGoal 8|PowerGoal8]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 17|PowerGoal17]], [[#PowerGoal 40|PowerGoal40]], [[#PowerGoal 59|PowerGoal59]], [[#PowerGoal 70|PowerGoal70]], [[#PowerGoal 71|PowerGoal71]], [[#PowerGoal 76|PowerGoal76]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 119|PowerGoal119]], [[#PowerGoal 127|PowerGoal127]], [[#PowerGoal 130|PowerGoal130]], [[#PowerGoal 138|PowerGoal138]], [[#PowerGoal 140|PowerGoal140]], [[#PowerGoal 141|PowerGoal141]], [[#PowerGoal 142|PowerGoal142]], [[#PowerGoal 143|PowerGoal143]], [[#PowerGoal 144|PowerGoal144]] and [[#PowerGoal 147|PowerGoal147]].
 
|-
 
|-
 
|  NEMESIS ARC  
 
|  NEMESIS ARC  
 
| The civilization leaders should be fleshed out in many ways.  
 
| The civilization leaders should be fleshed out in many ways.  
| Core11, Core15, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 and PowerGoal122.
+
| [[#Core11|Core11]], [[#Core15|Core15]], [[#Core40|Core40]], [[#Req161|Req161]], [[#Req277|Req277]], [[#Bloat48|Bloat48]], [[#Bloat68|Bloat68]], [[#Bloat176|Bloat176]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 101|PowerGoal101]], [[#PowerGoal 102|PowerGoal102]] and [[#PowerGoal 122|PowerGoal122]].
 
|-
 
|-
 
|  RELATIONSHIPS ARC  
 
|  RELATIONSHIPS ARC  
 
| You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon.  
 
| You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon.  
| Core59, Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119.
+
| [[#Core59|Core59]], [[#Core60|Core60]], [[#Bloat51|Bloat51]], [[#Bloat93|Bloat93]], [[#Bloat95|Bloat95]], [[#Bloat105|Bloat105]], [[#Bloat123|Bloat123]], [[#Bloat374|Bloat374]], [[#Bloat375|Bloat375]], [[#Bloat380|Bloat380]], [[#PowerGoal 20|PowerGoal20]], [[#PowerGoal 21|PowerGoal21]], [[#PowerGoal 109|PowerGoal109]] and [[#PowerGoal 119|PowerGoal119]].
 
|-
 
|-
 
|  DIPLOMACY ARC  
 
|  DIPLOMACY ARC  
 
|  There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything.  
 
|  There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything.  
| Core33, Core62, Core63, Req174, Req177, Req291, Req451, Req527, Req542, Req543, Bloat31, Bloat72, Bloat73, PowerGoal10, PowerGoal98 and PowerGoal101.
+
| [[#Core33|Core33]], [[#Core62|Core62]], [[#Core63|Core63]], [[#Req174|Req174]], [[#Req177|Req177]], [[#Req291|Req291]], [[#Req451|Req451]], [[#Req527|Req527]], [[#Req542|Req542]], [[#Req543|Req543]], [[#Bloat31|Bloat31]], [[#Bloat72|Bloat72]], [[#Bloat73|Bloat73]], [[#PowerGoal 10|PowerGoal10]], [[#PowerGoal 98|PowerGoal98]] and [[#PowerGoal 101|PowerGoal101]].
 
|-
 
|-
 
|  GHOSTS ARC   
 
|  GHOSTS ARC   
 
| When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.).  
 
| When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.).  
| Core67, Core68, Core69, Core70, Bloat21, PowerGoal11, PowerGoal92 and PowerGoal107.
+
| [[#Core67|Core67]], [[#Core68|Core68]], [[#Core69|Core69]], [[#Core70|Core70]], [[#Bloat21|Bloat21]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 92|PowerGoal92]] and [[#PowerGoal 107|PowerGoal107]].
 
|-
 
|-
 
|  AFFILIATION ARC  
 
|  AFFILIATION ARC  
 
|  You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful.  
 
|  You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful.  
| Core64, Core65, Core71, Req586, Req587, Bloat163, PowerGoal12, PowerGoal19, PowerGoal27, PowerGoal37, PowerGoal41, PowerGoal42, PowerGoal44, PowerGoal48 and PowerGoal54.
+
| [[#Core64|Core64]], [[#Core65|Core65]], [[#Core71|Core71]], [[#Req586|Req586]], [[#Req587|Req587]], [[#Bloat163|Bloat163]], [[#PowerGoal 12|PowerGoal12]], [[#PowerGoal 19|PowerGoal19]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 37|PowerGoal37]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 42|PowerGoal42]], [[#PowerGoal 44|PowerGoal44]], [[#PowerGoal 48|PowerGoal48]] and [[#PowerGoal 54|PowerGoal54]].
 
|-
 
|-
 
|  COMBAT ARC  
 
|  COMBAT ARC  
 
| Many more combat skills and more attributes, etc.  
 
| 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.
+
| [[#Core72|Core72]], [[#Core73|Core73]], [[#Core74|Core74]], [[#Req45|Req45]], [[#Req54|Req54]], [[#Req85|Req85]], [[#Req92|Req92]], [[#Req104|Req104]], [[#Req149|Req149]], [[#Req164|Req164]], [[#Req171|Req171]], [[#Req183|Req183]], [[#Req188|Req188]], [[#Req192|Req192]], [[#Req198|Req198]], [[#Req199|Req199]], [[#Req200|Req200]], [[#Req206|Req206]], [[#Req224|Req224]], [[#Req230|Req230]], [[#Req233|Req233]], [[#Req234|Req234]], [[#Req290|Req290]], [[#Req315|Req315]], [[#Req330|Req330]], [[#Req331|Req331]], [[#Req340|Req340]], [[#Req352|Req352]], [[#Req403|Req403]], [[#Req466|Req466]], [[#Req532|Req532]], [[#Req568|Req568]], [[#Req575|Req575]], [[#Bloat15|Bloat15]], [[#Bloat55|Bloat55]], [[#Bloat76|Bloat76]], [[#Bloat102|Bloat102]], [[#Bloat127|Bloat127]], [[#Bloat135|Bloat135]], [[#Bloat136|Bloat136]], [[#Bloat137|Bloat137]], [[#Bloat138|Bloat138]], [[#Bloat139|Bloat139]], [[#Bloat141|Bloat141]], [[#Bloat142|Bloat142]], [[#Bloat162|Bloat162]], [[#Bloat222|Bloat222]], [[#Bloat254|Bloat254]], [[#Bloat271|Bloat271]], [[#PowerGoal 28|PowerGoal28]], [[#PowerGoal 29|PowerGoal29]], [[#PowerGoal 61|PowerGoal61]], [[#PowerGoal 63|PowerGoal63]], [[#PowerGoal 77|PowerGoal77]], [[#PowerGoal 79|PowerGoal79]], [[#PowerGoal 89|PowerGoal89]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 93|PowerGoal93]], [[#PowerGoal 94|PowerGoal94]], [[#PowerGoal 96|PowerGoal96]], [[#PowerGoal 103|PowerGoal103]] and [[#PowerGoal 150|PowerGoal150]].
 
|-
 
|-
 
|      SCENARIOS ARC  
 
|      SCENARIOS ARC  
 
| Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations.  
 
| Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations.  
| Core75, Core76, Req214, Req317, Bloat26 and Bloat143.
+
| [[#Core75|Core75]], [[#Core76|Core76]], [[#Req214|Req214]], [[#Req317|Req317]], [[#Bloat26|Bloat26]] and [[#Bloat143|Bloat143]].
 
|-
 
|-
 
|  LIFE CYCLE ARC
 
|  LIFE CYCLE ARC
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability 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, Core78, Req317, Req441, Req489, Bloat115, Bloat193, Bloat194 and PowerGoal31.
+
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
 
|-
 
|-
 
|  ARTIFACT ARC   
 
|  ARTIFACT ARC   
 
| Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance.
 
| Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance.
| Core79, Core80, Req395, Bloat49, Bloat173, PowerGoal13, PowerGoal60, PowerGoal68 and PowerGoal134.
+
| [[#Core79|Core79]], [[#Core80|Core80]], [[#Req395|Req395]], [[#Bloat49|Bloat49]], [[#Bloat173|Bloat173]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 60|PowerGoal60]], [[#PowerGoal 68|PowerGoal68]] and [[#PowerGoal 134|PowerGoal134]].
 
|-
 
|-
 
|  CRIME AND PUNISHMENT ARC  
 
|  CRIME AND PUNISHMENT ARC  
 
| There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution...  
 
| There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution...  
| Core82, Core83, Req303, Req327, Req366, Bloat53, Bloat75, Bloat143, PowerGoal14, PowerGoal22, PowerGoal23, PowerGoal25, PowerGoal26, PowerGoal38, PowerGoal47, PowerGoal66, PowerGoal80, PowerGoal91, PowerGoal99, PowerGoal124, PowerGoal126, PowerGoal136 and PowerGoal146.
+
| [[#Core82|Core82]], [[#Core83|Core83]], [[#Req303|Req303]], [[#Req327|Req327]], [[#Req366|Req366]], [[#Bloat53|Bloat53]], [[#Bloat75|Bloat75]], [[#Bloat143|Bloat143]], [[#PowerGoal 14|PowerGoal14]], [[#PowerGoal 22|PowerGoal22]], [[#PowerGoal 23|PowerGoal23]], [[#PowerGoal 25|PowerGoal25]], [[#PowerGoal 26|PowerGoal26]], [[#PowerGoal 38|PowerGoal38]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 66|PowerGoal66]], [[#PowerGoal 80|PowerGoal80]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 99|PowerGoal99]], [[#PowerGoal 124|PowerGoal124]], [[#PowerGoal 126|PowerGoal126]], [[#PowerGoal 136|PowerGoal136]] and [[#PowerGoal 146|PowerGoal146]].
 
|-
 
|-
 
|  ADVENTURER SKILLS ARC   
 
|  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, Core85, Core86, Req32, Req34, Req99, Req107, Req168, Req236, Req302, Req327, Req491, Bloat160, Bloat317, Bloat380, PowerGoal9, PowerGoal15 and 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, Core61, PowerGoal20 and 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, 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.
+
[[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].
 
|-
 
|-
 
|  HUMANOID ARC  
 
|  HUMANOID ARC  
 
|  Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings.  
 
|  Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings.  
| Core87, Core88, Req148, Bloat206 and PowerGoal129.
+
| [[#Core87|Core87]], [[#Core88|Core88]], [[#Req148|Req148]], [[#Bloat206|Bloat206]] and [[#PowerGoal 129|PowerGoal129]].
 
|-
 
|-
 
|  PRESENTATION ARC  
 
|  PRESENTATION ARC  
 
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations.  
 
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations.  
|  Core21, 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.
+
[[#Core21|Core21]], [[#Core50|Core50]], [[#Core51|Core51]], [[#Core52|Core52]], [[#Core54|Core54]], [[#Req37|Req37]], [[#Req43|Req43]], [[#Req79|Req79]], [[#Req142|Req142]], [[#Req152|Req152]], [[#Req179|Req179]], [[#Req180|Req180]], [[#Req207|Req207]], [[#Req218|Req218]], [[#Req258|Req258]], [[#Req306|Req306]], [[#Req314|Req314]], [[#Req320|Req320]], [[#Req328|Req328]], [[#Req332|Req332]], [[#Req338|Req338]], [[#Req381|Req381]], [[#Req382|Req382]], [[#Req383|Req383]], [[#Req386|Req386]], [[#Req387|Req387]], [[#Req388|Req388]], [[#Req390|Req390]], [[#Req401|Req401]], [[#Req402|Req402]], [[#Req411|Req411]], [[#Req421|Req421]], [[#Req430|Req430]], [[#Req432|Req432]], [[#Req434|Req434]], [[#Req443|Req443]], [[#Req460|Req460]], [[#Req483|Req483]], [[#Req513|Req513]], [[#Req520|Req520]], [[#Req531|Req531]], [[#Req546|Req546]], [[#Req547|Req547]], [[#Req548|Req548]], [[#Req550|Req550]], [[#Req556|Req556]], [[#Req558|Req558]], [[#Req559|Req559]], [[#Req560|Req560]], [[#Req564|Req564]], [[#Req566|Req566]], [[#Req570|Req570]], [[#Req585|Req585]], [[#Bloat52|Bloat52]], [[#Bloat106|Bloat106]], [[#Bloat107|Bloat107]], [[#Bloat108|Bloat108]], [[#Bloat118|Bloat118]], [[#Bloat153|Bloat153]], [[#Bloat199|Bloat199]], [[#Bloat268|Bloat268]], [[#Bloat303|Bloat303]], [[#Bloat307|Bloat307]], [[#Bloat311|Bloat311]], [[#Bloat354|Bloat354]], [[#Bloat355|Bloat355]], [[#Bloat358|Bloat358]], [[#Bloat361|Bloat361]], [[#Bloat364|Bloat364]], [[#Bloat368|Bloat368]] and [[#Bloat379|Bloat379]].
 
|-
 
|-
 
|  LANGUAGE ARC   
 
|  LANGUAGE ARC   
 
|  The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.
 
|  The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.
| Core97, Core98, Core99 and Core100.
+
| [[#Core97|Core97]], [[#Core98|Core98]], [[#Core99|Core99]] and [[#Core100|Core100]].
 
|-
 
|-
| RANDOMIZATION AND RAWS ARC |
+
| RANDOMIZATION AND RAWS ARC
 
| More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names.  
 
| More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names.  
| Core53, Core92, Core93, Core94, Core95 and Core96.
+
| [[#Core53|Core53]], [[#Core92|Core92]], [[#Core93|Core93]], [[#Core94|Core94]], [[#Core95|Core95]] and [[#Core96|Core96]].
 
|}
 
|}
   
 
Much later on
 
  
=Long-Term Arcs=
+
==Long-Term Arcs=
       
 
 
      
 
      
{| class="wikitable"
+
{| class="wikitable" valign="top"
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
|- style="background:#EFEFEF"
|-
+
! style="width:20%"|Arc
! style="background:#efefef;width:20%;"|Arc
+
! style="width:40%"|Description
! style="background:#efefef;width:40%;"|Description
+
! style="width:40%"|Requirements
! style="background:#efefef;width:40%;"|Requirements
 
 
|-
 
|-
 
| HIGH LEVEL PLOTS AND DIPLOMACY
 
| HIGH LEVEL PLOTS AND DIPLOMACY
 
| Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with.  
 
| Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with.  
| Core30, Core33, Req131, PowerGoal18, PowerGoal47, PowerGoal57, PowerGoal65, PowerGoal95 and PowerGoal124.
+
| [[#Core30|Core30]], [[#Core33|Core33]], [[#Req131|Req131]], [[#PowerGoal 18|PowerGoal18]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 57|PowerGoal57]], [[#PowerGoal 65|PowerGoal65]], [[#PowerGoal 95|PowerGoal95]] and [[#PowerGoal 124|PowerGoal124]].
|-  
+
|-  
 
| LATE GAME  
 
| LATE GAME  
 
| As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting.   
 
| As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting.   
| Bloat149.
+
| [[#Bloat149|Bloat149]].
 
|-
 
|-
 
| EARLY GAME  
 
| EARLY GAME  
 
| The Age of Myth in world generation should be playable.   
 
| The Age of Myth in world generation should be playable.   
| Bloat148.
+
| [[#Bloat148|Bloat148]].
 
|-
 
|-
 
| HUMAN TOWN  
 
| HUMAN TOWN  
 
| You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting.   
 
| You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting.   
|Req469 and Bloat146.
+
|[[#Req469|Req469]] and [[#Bloat146|Bloat146]].
 
|-
 
|-
 
| GOBLIN/KOBOLD/CAVER  
 
| GOBLIN/KOBOLD/CAVER  
Line 146: Line 144:
 
| ELF FOREST RETREAT  
 
| ELF FOREST RETREAT  
 
| Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal.   
 
| Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal.   
|Bloat25.
+
|[[#Bloat25|Bloat25]].
 
|-
 
|-
 
| MONSTER  
 
| MONSTER  
 
| Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self.   
 
| Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self.   
|PowerGoal60.
+
|[[#PowerGoal 60|PowerGoal60]].
 
|-
 
|-
 
| MERCHANT  
 
| MERCHANT  
 
| With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game.   
 
| With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game.   
|PowerGoal62.
+
|[[#PowerGoal 62|PowerGoal62]].
 
|-
 
|-
 
| MAGIC  
 
| MAGIC  
 
| There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.   
 
| There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.   
| Bloat134, PowerGoal58, PowerGoal68, PowerGoal84, PowerGoal92, PowerGoal97, PowerGoal108, PowerGoal122 and PowerGoal128.
+
| [[#Bloat134|Bloat134]], [[#PowerGoal 58|PowerGoal58]], [[#PowerGoal 68|PowerGoal68]], [[#PowerGoal 84|PowerGoal84]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 97|PowerGoal97]], [[#PowerGoal 108|PowerGoal108]], [[#PowerGoal 122|PowerGoal122]] and [[#PowerGoal 128|PowerGoal128]].
 
|-
 
|-
 
| CONTROL A WIZARD ENTITY  
 
| CONTROL A WIZARD ENTITY  
 
| Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes.   
 
| Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes.   
| Bloat134, Bloat147, PowerGoal58 and PowerGoal60.
+
| [[#Bloat134|Bloat134]], [[#Bloat147|Bloat147]], [[#PowerGoal 58|PowerGoal58]] and [[#PowerGoal 60|PowerGoal60]].
 
|-
 
|-
 
| DEITY  
 
| DEITY  
 
| Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography.   
 
| Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography.   
|Bloat344, Bloat376, Bloat377, Bloat382, PowerGoal64, PowerGoal75, PowerGoal82, PowerGoal86, PowerGoal90, PowerGoal105, PowerGoal109, PowerGoal113, PowerGoal118, PowerGoal122, PowerGoal125, PowerGoal135, PowerGoal139, PowerGoal141 and PowerGoal146.
+
|[[#Bloat344|Bloat344]], [[#Bloat376|Bloat376]], [[#Bloat377|Bloat377]], [[#Bloat382|Bloat382]], [[#PowerGoal 64|PowerGoal64]], [[#PowerGoal 75|PowerGoal75]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 86|PowerGoal86]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 105|PowerGoal105]], [[#PowerGoal 109|PowerGoal109]], [[#PowerGoal 113|PowerGoal113]], [[#PowerGoal 118|PowerGoal118]], [[#PowerGoal 122|PowerGoal122]], [[#PowerGoal 125|PowerGoal125]], [[#PowerGoal 135|PowerGoal135]], [[#PowerGoal 139|PowerGoal139]], [[#PowerGoal 141|PowerGoal141]] and [[#PowerGoal 146|PowerGoal146]].
 
|-
 
|-
 
| WORLD GENERATION PARAMETERS  
 
| WORLD GENERATION PARAMETERS  
 
| Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go.   
 
| Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go.   
| Bloat150, Bloat217 and PowerGoal125.
+
| [[#Bloat150|Bloat150]], [[#Bloat217|Bloat217]] and [[#PowerGoal 125|PowerGoal125]].
 
|-
 
|-
 
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS  
 
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS  
Line 178: Line 176:
 
| PLANES  
 
| PLANES  
 
| Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game.   
 
| Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game.   
|PowerGoal81.
+
|[[#PowerGoal 81|PowerGoal81]].
 
|-
 
|-
 
| EDITORS  
 
| EDITORS  
Line 191: Line 189:
  
 
Building blocks for some of the arcs
 
Building blocks for some of the arcs
 +
 
=Core items=
 
=Core items=
{| class="wikitable"
+
{| class="wikitable" valign="top"
 
|- style="background:#EFEFEF"
 
|- style="background:#EFEFEF"
 
! style="width:10%"| Core-item
 
! style="width:10%"| Core-item
 
! style="width:15%"| Name
 
! style="width:15%"| Name
! style="width:15%"| Status
+
! style="width:10%"| Status
! style="width:40%"| Description
+
! style="width:50%"| Description
! style="width:40%"| Requirements
+
! style="width:15%"| Requirements
|-  
+
|-
| Core1
+
| <div id="Core1">Core1</div>
 
| WRESTLING
 
| WRESTLING
| Completed  
+
| Completed
 
| Introduce close combat with various manuevers.
 
| Introduce close combat with various manuevers.
|
+
|  
 
|-
 
|-
| Core2
+
| <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.
|
+
|  
 
|-
 
|-
| Core3
+
| <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]]
 
|-
 
|-
| Core4
+
| <div id="Core4">Core4</div>
 
| GROUND INTERACTIONS
 
| GROUND INTERACTIONS
| Completed  
+
| Completed
 
| Introduce adventurer interacting with the environment.
 
| Introduce adventurer interacting with the environment.
|
+
|  
 
|-
 
|-
| Core5
+
| <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.
|
+
|  
 
|-
 
|-
| Core6
+
| <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.
|
+
|  
 
|-
 
|-
| Core7
+
| <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.
|
+
|  
 
|-
 
|-
| Core8
+
| <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.
|
+
|  
 
|-
 
|-
| Core9
+
| <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.
|
+
|  
 
|-
 
|-
| Core10
+
| <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++.
|
+
|  
 
|-
 
|-
| Core11
+
| <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.
|
+
|  
 
|-
 
|-
| Core12
+
| <div id="Core12">Core12</div>
 
| END GAME
 
| END GAME
| Completed  
+
| Completed
 
| Handled dwarf mode end game.
 
| Handled dwarf mode end game.
|
+
|  
 
|-
 
|-
| Core13
+
| <div id="Core13">Core13</div>
 
| BEAST ATTACKS
 
| BEAST ATTACKS
 
| Completed
 
| Completed
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
|
+
|  
 
|-
 
|-
| Core14
+
| <div id="Core14">Core14</div>
 
| FIRE
 
| FIRE
 
| Completed
 
| Completed
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
|
+
|  
 
|-
 
|-
| Core15
+
| <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.
|
+
|  
 
|-
 
|-
| Core16
+
| <div id="Core16">Core16</div>
 
| END GAME 2
 
| END GAME 2
 
| Completed
 
| Completed
 
| Additional dwarf mode end game.
 
| Additional dwarf mode end game.
|
+
|  
 
|-
 
|-
| Core17
+
| <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.
|
+
|  
 
|-
 
|-
| Core18
+
| <div id="Core18">Core18</div>
 
| INTERFACE KEYS
 
| INTERFACE KEYS
 
| Completed
 
| Completed
 
| Put the interface keys in editable files.
 
| Put the interface keys in editable files.
|
+
|  
 
|-
 
|-
| Core19
+
| <div id="Core19">Core19</div>
 
| TUTORIALS
 
| TUTORIALS
 
| (Future)
 
| (Future)
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
|
+
|  
 
|-
 
|-
| Core20
+
| <div id="Core20">Core20</div>
 
| TITLE MOVIES
 
| TITLE MOVIES
 
| Completed
 
| Completed
 
| Do the intro movies with sound.
 
| Do the intro movies with sound.
|
+
|  
 
|-
 
|-
| Core21
+
| <div id="Core21">Core21</div>
 
| SOUND
 
| SOUND
 
| (Future)
 
| (Future)
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
|
+
|  
 
|-
 
|-
| Core22
+
| <div id="Core22">Core22</div>
 
| ADVISORS
 
| ADVISORS
 
| (Future)
 
| (Future)
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
|
+
|  
 
|-
 
|-
| Core23
+
| <div id="Core23">Core23</div>
 
| THE MANUAL
 
| THE MANUAL
 
| Completed
 
| Completed
 
| Do all of the sections of a basic manual to be viewed in-game.
 
| Do all of the sections of a basic manual to be viewed in-game.
|
+
|  
 
|-
 
|-
| Core24
+
| <div id="Core24">Core24</div>
 
| ADVENTURER PARTIES
 
| ADVENTURER PARTIES
 
| (Future)
 
| (Future)
 
| Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.
 
| Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.
| Core61
+
| [[#Core61|Core61]]
 
|-
 
|-
| Core25
+
| <div id="Core25">Core25</div>
 
| 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.
|
+
|  
 
|-
 
|-
| Core26
+
| <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, Core45
+
| [[#Core25|Core25]], [[#Core45|Core45]]
 
|-
 
|-
| Core27
+
| <div id="Core27">Core27</div>
 
| 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]]
 
|-
 
|-
| Core28
+
| <div id="Core28">Core28</div>
 
| CONTROL OF TERRITORY AND EXTERNAL LOCATIONS
 
| CONTROL OF TERRITORY AND EXTERNAL LOCATIONS
 
| (Future)
 
| (Future)
 
| As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.
 
| As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.
| Core29, Bloat172
+
| [[#Core29|Core29]], [[#Bloat172|Bloat172]]
 
|-
 
|-
| Core29
+
| <div id="Core29">Core29</div>
 
| 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]]
 
|-
 
|-
| Core30
+
| <div id="Core30">Core30</div>
 
| 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]]
 
|-
 
|-
| Core31
+
| <div id="Core31">Core31</div>
 
| MAPS FOR SITES
 
| MAPS FOR SITES
 
| Completed
 
| Completed
 
| Caves and goblin fortress maps.
 
| Caves and goblin fortress maps.
|
+
|  
 
|-
 
|-
| Core32
+
| <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.
|
+
|  
 
|-
 
|-
| Core33
+
| <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.
|
+
|  
 
|-
 
|-
| Core34
+
| <div id="Core34">Core34</div>
 
| ABANDONMENT
 
| ABANDONMENT
 
| Completed
 
| Completed
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
|
+
|  
 
|-
 
|-
| Core35
+
| <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]]
 
|-
 
|-
| Core36
+
| <div id="Core36">Core36</div>
 
| BURROWS
 
| BURROWS
 
| (Future)
 
| (Future)
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas| large fortresses should become easier to manage.
+
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
|
+
|  
 
|-
 
|-
| Core37
+
| <div id="Core37">Core37</div>
 
| RETIREMENT
 
| RETIREMENT
 
| Completed
 
| Completed
 
| Add the ability to retire (or rest) your adventurer in any town.
 
| Add the ability to retire (or rest) your adventurer in any town.
|
+
|  
 
|-
 
|-
| Core38
+
| <div id="Core38">Core38</div>
 
| SITE RESOURCES
 
| SITE RESOURCES
 
| (Future)
 
| (Future)
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
|
+
|  
 
|-
 
|-
| Core39
+
| <div id="Core39">Core39</div>
 
| END GAME 3
 
| END GAME 3
 
| Completed
 
| Completed
 
| Additional handling of dwarf mode end game.
 
| Additional handling of dwarf mode end game.
|
+
|  
 
|-
 
|-
| Core40
+
| <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.
|
+
|  
 
|-
 
|-
| Core41
+
| <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.
|
+
|  
 
|-
 
|-
| Core42
+
| <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.
|
+
|  
 
|-
 
|-
| Core43
+
| <div id="Core43">Core43</div>
 
| TOWN, IMPORTANT LOCATIONS
 
| TOWN, IMPORTANT LOCATIONS
 
| (Future)
 
| (Future)
 
| Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay.
 
| Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay.
| Core42
+
| [[#Core42|Core42]]
 
|-
 
|-
| Core44
+
| <div id="Core44">Core44</div>
 
| OVERLAND TOWN MIGRANTS
 
| OVERLAND TOWN MIGRANTS
 
| Completed
 
| Completed
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
|
+
|  
 
|-
 
|-
| Core45
+
| <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]]
 
|-
 
|-
| Core46
+
| <div id="Core46">Core46</div>
 
| 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]]
 
|-
 
|-
| Core47
+
| <div id="Core47">Core47</div>
 
| CLEANING HISTORY
 
| CLEANING HISTORY
 
| Completed
 
| Completed
 
| Unimportant dead historical figures should be abstracted away to save space.
 
| Unimportant dead historical figures should be abstracted away to save space.
|
+
|  
 
|-
 
|-
| Core48
+
| <div id="Core48">Core48</div>
 
| SEAMLESS MAP
 
| SEAMLESS MAP
 
| Completed
 
| Completed
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
|
+
|  
 
|-
 
|-
| Core49
+
| <div id="Core49">Core49</div>
 
| FULL Z AXIS
 
| FULL Z AXIS
 
| Completed
 
| Completed
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
|
+
|  
 
|-
 
|-
| Core50
+
| <div id="Core50">Core50</div>
 
| TILESET SUPPORT
 
| TILESET SUPPORT
 
| (Future)
 
| (Future)
 
| Allow graphical tiles to be used for all game objects.
 
| Allow graphical tiles to be used for all game objects.
|
+
|  
 
|-
 
|-
| Core51
+
| <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.
|
+
|  
 
|-
 
|-
| Core52
+
| <div id="Core52">Core52</div>
 
| INTERFACE OVERHAUL
 
| INTERFACE OVERHAUL
 
| (Future)
 
| (Future)
 
| A coherent interface, additional options and mouse support.
 
| A coherent interface, additional options and mouse support.
|
+
|  
 
|-
 
|-
| Core53
+
| <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.
|
+
|  
 
|-
 
|-
| Core54
+
| <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.
|
+
|  
 
|-
 
|-
| Core55
+
| <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]]
 
|-
 
|-
| Core56
+
| <div id="Core56">Core56</div>
 
| 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.
|
+
|  
 
|-
 
|-
| Core57
+
| <div id="Core57">Core57</div>
 
| IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING
 
| IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING
 
| (Future)
 
| (Future)
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
|
+
|  
 
|-
 
|-
| Core58
+
| <div id="Core58">Core58</div>
 
| DOCUMENTATION
 
| DOCUMENTATION
 
| (Future)
 
| (Future)
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
|
+
|  
 
|-
 
|-
| Core59
+
| <div id="Core59">Core59</div>
 
| LOVE AND ROMANCE
 
| LOVE AND ROMANCE
 
| (Future)
 
| (Future)
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
|
+
|  
 
|-
 
|-
| Core60
+
| <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.
|
+
|  
 
|-
 
|-
| Core61
+
| <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]]
 
|-
 
|-
| Core62
+
| <div id="Core62">Core62</div>
 
| 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.
|
+
|  
 
|-
 
|-
| Core63
+
| <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.
|
+
|  
 
|-
 
|-
| Core64
+
| <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.
|
+
|  
 
|-
 
|-
| Core65
+
| <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.
|
+
|  
 
|-
 
|-
| Core66
+
| <div id="Core66">Core66</div>
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
 
| No game is complete without it!
 
| No game is complete without it!
|
+
|  
 
|-
 
|-
| Core67
+
| <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
+
| <div id="Core68">Core68</div>
 
| GRAVEYARDS AND TOMBS
 
| GRAVEYARDS AND TOMBS
 
| (Future)
 
| (Future)
 
| Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.
 
| Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.
| Core67
+
| [[#Core67|Core67]]
 
|-
 
|-
| Core69
+
| <div id="Core69">Core69</div>
 
| 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.
|
+
|  
 
|-
 
|-
| Core70
+
| <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).
|
+
|  
 
|-
 
|-
| Core71
+
| <div id="Core71">Core71</div>
 
| BANDITS AND CULTS
 
| BANDITS AND CULTS
 
| (Future)
 
| (Future)
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
|
+
|  
 
|-
 
|-
| Core72
+
| <div id="Core72">Core72</div>
 
| ROBUST ATTRIBUTE SYSTEM
 
| ROBUST ATTRIBUTE SYSTEM
 
| (Future)
 
| (Future)
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
|
+
|  
 
|-
 
|-
| Core73
+
| <div id="Core73">Core73</div>
 
| COMBAT OVERHAUL
 
| COMBAT OVERHAUL
 
| (Future)
 
| (Future)
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
|
+
|  
 
|-
 
|-
| Core74
+
| <div id="Core74">Core74</div>
 
| WOUND HANDLING
 
| WOUND HANDLING
 
| (Future)
 
| (Future)
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
|
+
|  
 
|-
 
|-
| Core75
+
| <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.
|
+
|  
 
|-
 
|-
| Core76
+
| <div id="Core76">Core76</div>
 
| EMBARK SCENARIOS
 
| EMBARK SCENARIOS
 
| (Future)
 
| (Future)
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
|
+
|  
 
|-
 
|-
| Core77
+
| <div id="Core77">Core77</div>
 
| AGE AND POPULATION TRACKING FOR ENTITIES
 
| AGE AND POPULATION TRACKING FOR ENTITIES
 
| (Future)
 
| (Future)
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
|
+
|  
 
|-
 
|-
| Core78
+
| <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.
|
+
|  
 
|-
 
|-
| Core79
+
| <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.
|
+
|  
 
|-
 
|-
| Core80
+
| <div id="Core80">Core80</div>
 
| ARTIFACT MAGIC
 
| ARTIFACT MAGIC
 
| (Future)
 
| (Future)
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
|
+
|  
 
|-
 
|-
| Core81
+
| <div id="Core81">Core81</div>
 
| TRIBUTE
 
| TRIBUTE
 
| (Future)
 
| (Future)
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
|
+
|  
 
|-
 
|-
| Core82
+
| <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.
|
+
|  
 
|-
 
|-
| Core83
+
| <div id="Core83">Core83</div>
 
| ARREST AND PUNISHMENT
 
| ARREST AND PUNISHMENT
 
| (Future)
 
| (Future)
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
|
+
|  
 
|-
 
|-
| Core84
+
| <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.
|
+
|  
 
|-
 
|-
| Core85
+
| <div id="Core85">Core85</div>
 
| CHOP, DIG, BUILD!
 
| CHOP, DIG, BUILD!
 
| (Future)
 
| (Future)
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
|
+
|  
 
|-
 
|-
| Core86
+
| <div id="Core86">Core86</div>
 
| ADVANCED ADVENTURER SKILLS
 
| ADVANCED ADVENTURER SKILLS
 
| (Future)
 
| (Future)
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
|
+
|  
 
|-
 
|-
| Core87
+
| <div id="Core87">Core87</div>
 
| PROPER DWARVES
 
| PROPER DWARVES
 
| (Future)
 
| (Future)
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
|
+
|  
 
|-
 
|-
| Core88
+
| <div id="Core88">Core88</div>
 
| PROPER ELVES
 
| PROPER ELVES
 
| (Future)
 
| (Future)
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
|
+
|  
 
|-
 
|-
| Core89
+
| <div id="Core89">Core89</div>
 
| PROPER GOBLINS
 
| PROPER GOBLINS
 
| (Future)
 
| (Future)
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
|
+
|  
 
|-
 
|-
| Core90
+
| <div id="Core90">Core90</div>
 
| PROPER KOBOLDS
 
| PROPER KOBOLDS
 
| (Future)
 
| (Future)
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
|
+
|  
 
|-
 
|-
| Core91
+
| <div id="Core91">Core91</div>
 
| PROPER UNDERGROUND/MAP FEATURES
 
| PROPER UNDERGROUND/MAP FEATURES
 
| (Future)
 
| (Future)
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
|
+
|  
 
|-
 
|-
| Core92
+
| <div id="Core92">Core92</div>
 
| APPEARANCE VARIABLES/DESCRIPTIONS
 
| APPEARANCE VARIABLES/DESCRIPTIONS
 
| (Future)
 
| (Future)
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
|
+
|  
 
|-
 
|-
| Core93
+
| <div id="Core93">Core93</div>
 
| RANDOMIZED MEGABEASTS AND POWERS
 
| RANDOMIZED MEGABEASTS AND POWERS
 
| (Future)
 
| (Future)
| (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. Requires Core92.
+
| (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|Core92]]
 
|-
 
|-
| Core94
+
| <div id="Core94">Core94</div>
 
| 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. Requires Core92.
+
| 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]]
 
|-
 
|-
| Core95
+
| <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, Core94
+
| [[#Core93|Core93]], [[#Core94|Core94]]
 
|-
 
|-
| Core96
+
| <div id="Core96">Core96</div>
 
| 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]]
 
|-
 
|-
| Core97
+
| <div id="Core97">Core97</div>
 
| IMPROVED PHRASE STORAGE
 
| IMPROVED PHRASE STORAGE
 
| (Future)
 
| (Future)
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
|
+
|  
 
|-
 
|-
| Core98
+
| <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]]
 
|-
 
|-
| Core99
+
| <div id="Core99">Core99</div>
 
| 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]]
 
|-
 
|-
| Core100
+
| <div id="Core100">Core100</div>
 
| NEW LANGUAGE ITEMS
 
| NEW LANGUAGE ITEMS
 
| (Future)
 
| (Future)
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).  
+
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).
| Core99
+
| [[#Core99|Core99]]
 
|}
 
|}
  
 
=Reqs=
 
=Reqs=
  
Old bugs, additions and adjustments
+
Reqs are old bugs, additions and adjustments that have to be handled.
  
==Reqs 1 - 50==
+
{| class="wikitable" valign="top"
 
+
|- style="background:#EFEFEF"
{| class="wikitable"
+
! style="width:10%"| Req-item
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
! style="width:15%"| Name
 +
! style="width:10%"| Status
 +
! style="width:50%"| Description
 +
! style="width:15%"| Requirements
 
|-
 
|-
| style="width:100%;"| Req1, PILE MASTERY AND TYPES, (Future): Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
+
| <div id="Req1">Req1</div>
 +
| PILE MASTERY AND TYPES
 +
| (Future)
 +
| Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
 +
|
 
|-
 
|-
| Req2, IMPROVED WORK ORDERS, (Future): Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
+
| <div id="Req2">Req2</div>
 +
| IMPROVED WORK ORDERS
 +
| (Future)
 +
| Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
 +
|
 
|-
 
|-
| Req3, TWEAK PRODUCTS OF WOOD BURNING, Completed.
+
| <div id="Req3">Req3</div>
 +
| TWEAK PRODUCTS OF WOOD BURNING
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req4, PAYMENT FOR STORAGE JOBS, Completed.
+
| <div id="Req4">Req4</div>
 +
| PAYMENT FOR STORAGE JOBS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req5, STOP TREES FROM BEING ADJACENT, Completed.
+
| <div id="Req5">Req5</div>
 +
| STOP TREES FROM BEING ADJACENT
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req6, CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS, Completed.
+
| <div id="Req6">Req6</div>
 +
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req7, PARTY NOTIFICATION OPTION, (Future): Option to turn off notification about dwarves organizing parties.
+
| <div id="Req7">Req7</div>
 +
| PARTY NOTIFICATION OPTION
 +
| (Future)
 +
| Option to turn off notification about dwarves organizing parties.
 +
|
 
|-
 
|-
| Req8, RIVER ACTIVITY AND ATTACKS, (Future): If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.
+
| <div id="Req8">Req8</div>
 +
| RIVER ACTIVITY AND ATTACKS
 +
| (Future)
 +
| If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.
 +
|
 
|-
 
|-
| Req9, RESTRAINED SLEEP, (Future): People don't sleep/rest when they are chained/caged.
+
| <div id="Req9">Req9</div>
 +
| RESTRAINED SLEEP
 +
| (Future)
 +
| People don't sleep/rest when they are chained/caged.
 +
|
 
|-
 
|-
| Req10, CARETAKER WELL USE, Completed: Caretakers seeking water should be able to use wells.
+
| <div id="Req10">Req10</div>
 +
| CARETAKER WELL USE
 +
| Completed
 +
| Caretakers seeking water should be able to use wells.
 +
|
 
|-
 
|-
| Req11, IMPROVED RESCUE, (Future): People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
+
| <div id="Req11">Req11</div>
 +
| IMPROVED RESCUE
 +
| (Future)
 +
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
 +
|
 
|-
 
|-
| Req12, WRESTLE TARGET PROBLEMS, Completed: A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
+
| <div id="Req12">Req12</div>
 +
| WRESTLE TARGET PROBLEMS
 +
| Completed
 +
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
 +
|
 
|-
 
|-
| Req13, WINTER CAVE RIVER, Completed: (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
+
| <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.
 +
|
 
|-
 
|-
| Req14, OUTSIDE LAVA BLOCKING, Completed: Units shouldn't attempt to enter the map if you've blocked it off with lava.
+
| <div id="Req14">Req14</div>
 +
| OUTSIDE LAVA BLOCKING
 +
| Completed
 +
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
 +
|
 
|-
 
|-
| Req15, LAVA AND TREES, Completed: Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
+
| <div id="Req15">Req15</div>
 +
| LAVA AND TREES
 +
| Completed
 +
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
 +
|
 
|-
 
|-
| Req16, REMOVE PUBLIC CHEST/CABINETS, Completed: This is part of the swap over to the bin system.
+
| <div id="Req16">Req16</div>
 +
| REMOVE PUBLIC CHEST/CABINETS
 +
| Completed
 +
| This is part of the swap over to the bin system.
 +
|
 
|-
 
|-
| Req17, AJAR DEFAULT DOOR SETTING, Completed.
+
| <div id="Req17">Req17</div>
 +
| AJAR DEFAULT DOOR SETTING
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req18, ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES, (Future): People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.
+
| <div id="Req18">Req18</div>
 +
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES
 +
| (Future)
 +
| People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.
 +
|
 
|-
 
|-
| Req19, TARGETING PROBLEM, Completed: Champions didn't seem to want to target anything.
+
| <div id="Req19">Req19</div>
 +
| TARGETING PROBLEM
 +
| Completed
 +
| Champions didn't seem to want to target anything.
 +
|
 
|-
 
|-
| Req20, PILE CHECKING, (Future): People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
+
| <div id="Req20">Req20</div>
 +
| PILE CHECKING
 +
| (Future)
 +
| People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
 +
|
 
|-
 
|-
| Req21, BODYGUARDS LEAVING, (Future): Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
+
| <div id="Req21">Req21</div>
 +
| BODYGUARDS LEAVING
 +
| (Future)
 +
| Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
 +
|
 
|-
 
|-
| Req22, HAULING PROFESSION, (Future): New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.
+
| <div id="Req22">Req22</div>
 +
| HAULING PROFESSION
 +
| (Future)
 +
| New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.
 +
|
 
|-
 
|-
| Req23, USE GROUNDING TO CURE TRAFFIC JAMS, Completed.
+
| <div id="Req23">Req23</div>
 +
| USE GROUNDING TO CURE TRAFFIC JAMS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req24, TRANSFER PILES, (Future): You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.
+
| <div id="Req24">Req24</div>
 +
| TRANSFER PILES
 +
| (Future)
 +
| You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.
 +
|
 
|-
 
|-
| Req25, TANTRUM THROWS, Completed: Thrown tantrum objects don't hit other friendlies, but they should.
+
| <div id="Req25">Req25</div>
 +
| TANTRUM THROWS
 +
| Completed
 +
| Thrown tantrum objects don't hit other friendlies, but they should.
 +
|
 
|-
 
|-
| Req26, SLEEPING THROUGH TANTRUMS, Completed: Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
+
| <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.
 +
|
 
|-
 
|-
| Req27, IMPROVED WORKSHOP INTERFACES, (Future): Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.
+
| <div id="Req27">Req27</div>
 +
| IMPROVED WORKSHOP INTERFACES
 +
| (Future)
 +
| Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.
 +
|
 
|-
 
|-
| Req28, CHASMING REFUSE, Completed: They used to throw refuse in the chasm. Now they don't. They should.
+
| <div id="Req28">Req28</div>
 +
| CHASMING REFUSE
 +
| Completed
 +
| They used to throw refuse in the chasm. Now they don't. They should.
 +
|
 
|-
 
|-
| Req29, SOLDIER PROFILES, (Future): Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.
+
| <div id="Req29">Req29</div>
 +
| SOLDIER PROFILES
 +
| (Future)
 +
| Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.
 +
|
 
|-
 
|-
| Req30, MORE TRADE GOODS, Completed: Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
+
| <div id="Req30">Req30</div>
 +
| MORE TRADE GOODS
 +
| Completed
 +
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
 +
|
 
|-
 
|-
| Req31, EXPAND AVAILABLE EQUIPMENT FOR SETTLERS, Completed.
+
| <div id="Req31">Req31</div>
 +
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req32, SKILL SYNERGY, (Future): Have some skills give bonuses to other skills.
+
| <div id="Req32">Req32</div>
 +
| SKILL SYNERGY
 +
| (Future)
 +
| Have some skills give bonuses to other skills.
 +
|
 
|-
 
|-
| Req33, SMARTER ENGRAVER, Completed: Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
+
| <div id="Req33">Req33</div>
 +
| SMARTER ENGRAVER
 +
| Completed
 +
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
 +
|
 
|-
 
|-
| Req34, SHODDY ITEMS, (Future): Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
+
| <div id="Req34">Req34</div>
 +
| SHODDY ITEMS
 +
| (Future)
 +
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
 +
|
 
|-
 
|-
| Req35, SHODDY START ITEMS, (Future): Shoddy items for low skill settlers. Requires Req34.
+
| <div id="Req35">Req35</div>
 +
| SHODDY START ITEMS
 +
| (Future)
 +
| Shoddy items for low skill settlers.
 +
| [[#Req34|Req34]]
 
|-
 
|-
| Req36, INIT BUG, Completed: Potential initialization problem for dwarf mode if previous games have been played.
+
| <div id="Req36">Req36</div>
 +
| INIT BUG
 +
| Completed
 +
| Potential initialization problem for dwarf mode if previous games have been played.
 +
|
 
|-
 
|-
| Req37, TRIGGER LINK INTERFACE, (Future): It could be more clear about what you are linking to and what it will do.
+
| <div id="Req37">Req37</div>
 +
| TRIGGER LINK INTERFACE
 +
| (Future)
 +
| It could be more clear about what you are linking to and what it will do.
 +
|
 
|-
 
|-
| Req38, JOB INFORMATION RETENTION, (Future): Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.
+
| <div id="Req38">Req38</div>
 +
| JOB INFORMATION RETENTION
 +
| (Future)
 +
| Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.
 +
|
 
|-
 
|-
| Req39, AXES FOR WOODCUTTERS, Completed.
+
| <div id="Req39">Req39</div>
 +
| AXES FOR WOODCUTTERS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req40, IMPROVED OUTPOST LIAISON, Completed: Liaison should come earlier and be more useful.
+
| <div id="Req40">Req40</div>
 +
| IMPROVED OUTPOST LIAISON
 +
| Completed
 +
| Liaison should come earlier and be more useful.
 +
|
 
|-
 
|-
| Req41, BUILDING CONSTRUCTION ITEM SELECTION, Completed: There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.
+
| <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.
 +
|
 
|-
 
|-
| Req42, STOP JOB RESUME WHEN UNDER ATTACK, Completed.
+
| <div id="Req42">Req42</div>
 +
| STOP JOB RESUME WHEN UNDER ATTACK
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req43, MOVIE MAKER INTERFACE, (Future): Put fast-forward back in, some other tweaks.
+
| <div id="Req43">Req43</div>
 +
| MOVIE MAKER INTERFACE
 +
| (Future)
 +
| Put fast-forward back in, some other tweaks.
 +
|
 
|-
 
|-
| Req44, JOB ASSIGN OPTIMIZATION, Completed.
+
| <div id="Req44">Req44</div>
 +
| JOB ASSIGN OPTIMIZATION
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req45, TARGET OPTIMIZATION, Completed: (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
+
| <div id="Req45">Req45</div>
 +
| TARGET OPTIMIZATION
 +
| Completed
 +
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
 +
|
 
|-
 
|-
| Req46, JOB AMOUNT ABUSE, (Future): Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
+
| <div id="Req46">Req46</div>
 +
| JOB AMOUNT ABUSE
 +
| (Future)
 +
| Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
 +
|
 
|-
 
|-
| Req47, GENERAL CHASMING OF ITEMS, Completed: Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
+
| <div id="Req47">Req47</div>
 +
| GENERAL CHASMING OF ITEMS
 +
| Completed
 +
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
 +
|
 
|-
 
|-
| Req48, NO RECORD, Completed.
+
| <div id="Req48">Req48</div>
|-
+
| NO RECORD
| Req49, POUR BUCKETS INTO BARRELS, Completed.
+
| Completed
 +
|  
 +
|  
 
|-
 
|-
| Req50, ERRANT BLOOD PLACEMENT, Completed: In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
+
| <div id="Req49">Req49</div>
 +
| POUR BUCKETS INTO BARRELS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
|}
+
| <div id="Req50">Req50</div>
 
+
| ERRANT BLOOD PLACEMENT
==Reqs 51 - 100==
+
| Completed
 
+
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
{| class="wikitable"
+
|  
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
 
 
|-
 
|-
| style="width:100%;"| Req51, OVER-POWERED TANTRUMS, (Future): Damaging certain buildings is too easy.
+
| <div id="Req51">Req51</div>
 +
| OVER-POWERED TANTRUMS
 +
| (Future)
 +
| Damaging certain buildings is too easy.
 +
|
 
|-
 
|-
| Req52, NO RECORD, Completed.
+
| <div id="Req52">Req52</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req53, NO RECORD, Completed.
+
| <div id="Req53">Req53</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req54, FOCUS 3D, (Future): Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
+
| <div id="Req54">Req54</div>
 +
| FOCUS 3D
 +
| (Future)
 +
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
 
|-
 
|-
| Req55, NO RECORD, Completed.
+
| <div id="Req55">Req55</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req56, NO RECORD, Completed.
+
| <div id="Req56">Req56</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req57, NO RECORD, Completed.
+
| <div id="Req57">Req57</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req58, SOLDIERS ON TOP OF MILITARY SCREEN, Completed.
+
| <div id="Req58">Req58</div>
 +
| SOLDIERS ON TOP OF MILITARY SCREEN
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req59, COLOR ON UNIT SCREEN, Completed.
+
| <div id="Req59">Req59</div>
 +
| COLOR ON UNIT SCREEN
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req60, BLOCK EXPLANATIONS, Completed: Can't tell what's blocking you when are blocked going down dwarf stairs.
+
| <div id="Req60">Req60</div>
 +
| BLOCK EXPLANATIONS
 +
| Completed
 +
| Can't tell what's blocking you when are blocked going down dwarf stairs.
 +
|
 
|-
 
|-
| Req61, INVASION AFTER-EFFECTS, (Future): If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
+
| <div id="Req61">Req61</div>
 +
| INVASION AFTER-EFFECTS
 +
| (Future)
 +
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
 +
|
 
|-
 
|-
| Req62, SITE CLIFF DEFINITION, Completed: There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
+
| <div id="Req62">Req62</div>
 +
| SITE CLIFF DEFINITION
 +
| Completed
 +
| There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
 +
|
 
|-
 
|-
| Req63, SMALL PET ATTACHMENTS, (Future): People don't care when their smaller pets die.
+
| <div id="Req63">Req63</div>
 +
| SMALL PET ATTACHMENTS
 +
| (Future)
 +
| People don't care when their smaller pets die.
 +
|
 
|-
 
|-
| Req64, ACCESSIBILITY ISSUES, (Future): Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.
+
| <div id="Req64">Req64</div>
 +
| ACCESSIBILITY ISSUES
 +
| (Future)
 +
| Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.
 +
|
 
|-
 
|-
| Req65, CRASH BUG WITH BOWS, Completed.
+
| <div id="Req65">Req65</div>
 +
| CRASH BUG WITH BOWS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req66, PROBLEM WITH POPULATION CREATION, Completed.
+
| <div id="Req66">Req66</div>
 +
| PROBLEM WITH POPULATION CREATION
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req67, MONSTER BURIAL, Completed: They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
+
| <div id="Req67">Req67</div>
 +
| MONSTER BURIAL
 +
| Completed
 +
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
 +
|
 
|-
 
|-
| Req68, HUNTING ARMOR, (Future): Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
+
| <div id="Req68">Req68</div>
 +
| HUNTING ARMOR
 +
| (Future)
 +
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
 +
|
 
|-
 
|-
| Req69, IMPROPER BURIAL, Completed: They put a corpse in a coffin that wasn't flagged "Use for Burial".
+
| <div id="Req69">Req69</div>
 +
| IMPROPER BURIAL
 +
| Completed
 +
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
 +
|
 
|-
 
|-
| Req70, BREAKUP ITEM STACKS, (Future): Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.
+
| <div id="Req70">Req70</div>
 +
| BREAKUP ITEM STACKS
 +
| (Future)
 +
| Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.
 +
|
 
|-
 
|-
| Req71, ARMY PROFILES, (Future): This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
+
| <div id="Req71">Req71</div>
 +
| ARMY PROFILES
 +
| (Future)
 +
| This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
 +
|
 
|-
 
|-
| Req72, WILD BEASTS POPULATING SITES, Completed.
+
| <div id="Req72">Req72</div>
 +
| WILD BEASTS POPULATING SITES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req73, SOME CODE CLEANING, Completed.
+
| <div id="Req73">Req73</div>
 +
| SOME CODE CLEANING
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req74, MINING DESIGNATIONS, (Future): A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
+
| <div id="Req74">Req74</div>
 +
| MINING DESIGNATIONS
 +
| (Future)
 +
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
 +
|
 
|-
 
|-
| Req75, REWALL, Completed: Option to re-wall or fill in channels, using some stone.
+
| <div id="Req75">Req75</div>
 +
| REWALL
 +
| Completed
 +
| Option to re-wall or fill in channels, using some stone.
 +
|
 
|-
 
|-
| Req76, INTELLIGENT HUNTING, (Future): Crossbow hunters should be more intelligent about their ammo.
+
| <div id="Req76">Req76</div>
 +
| INTELLIGENT HUNTING
 +
| (Future)
 +
| Crossbow hunters should be more intelligent about their ammo.
 +
|
 
|-
 
|-
| Req77, SOME NEW WILDERNESS CREATURE TYPES, Completed.
+
| <div id="Req77">Req77</div>
 +
| SOME NEW WILDERNESS CREATURE TYPES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req78, TWEAK FOR PILES, Completed.
+
| <div id="Req78">Req78</div>
|-
+
| TWEAK FOR PILES
| Req79, JOB CANCEL NOTICES, (Future): Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
+
| Completed
 +
|  
 +
|  
 
|-
 
|-
| Req80, WILDERNESS INTERACTIONS, (Future): Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
+
| <div id="Req79">Req79</div>
 +
| JOB CANCEL NOTICES
 +
| (Future)
 +
| Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
 +
|
 
|-
 
|-
| Req81, ARTISANS WEARING ARMOR, (Future): Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
+
| <div id="Req80">Req80</div>
 +
| WILDERNESS INTERACTIONS
 +
| (Future)
 +
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
 +
|
 
|-
 
|-
| Req82, NUMBERED JOB REPEAT, (Future): Option to have numeric repeats for a job.
+
| <div id="Req81">Req81</div>
 +
| ARTISANS WEARING ARMOR
 +
| (Future)
 +
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
 +
|
 
|-
 
|-
| Req83, INTELLIGENT JOB HANDLING, (Future): More job suspensions rather than complete cancellations.
+
| <div id="Req82">Req82</div>
 +
| NUMBERED JOB REPEAT
 +
| (Future)
 +
| Option to have numeric repeats for a job.
 +
|
 
|-
 
|-
| Req84, SKILL ROLL CONSISTENCY, (Future): Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
+
| <div id="Req83">Req83</div>
 +
| INTELLIGENT JOB HANDLING
 +
| (Future)
 +
| More job suspensions rather than complete cancellations.
 +
|
 
|-
 
|-
| Req85, PAIN DEADENING AND SCARS, (Future): Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
+
| <div id="Req84">Req84</div>
 +
| SKILL ROLL CONSISTENCY
 +
| (Future)
 +
| Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
 +
|
 
|-
 
|-
| Req86, JOB PRIORITIZING, (Future): Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).
+
| <div id="Req85">Req85</div>
 +
| PAIN DEADENING AND SCARS
 +
| (Future)
 +
| Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
 +
|
 
|-
 
|-
| Req87, IMPROVE DROWNING, (Future): Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.
+
| <div id="Req86">Req86</div>
 +
| JOB PRIORITIZING
 +
| (Future)
 +
| Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).
 +
|
 
|-
 
|-
| Req88, STOCKS AND CORPSES, Completed: Problem with corpses/body parts in the stockpile screen.
+
| <div id="Req87">Req87</div>
 +
| IMPROVE DROWNING
 +
| (Future)
 +
| Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.
 +
|
 
|-
 
|-
| Req89, DIG INTERFACE PROBLEM, Completed.
+
| <div id="Req88">Req88</div>
 +
| STOCKS AND CORPSES
 +
| Completed
 +
| Problem with corpses/body parts in the stockpile screen.
 +
|
 
|-
 
|-
| Req90, MULTIPLE AUTOMATED SHOP, (Future): Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
+
| <div id="Req89">Req89</div>
 +
| DIG INTERFACE PROBLEM
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req91, LEATHER COUNTING, (Future): Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
+
| <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.
 +
|
 
|-
 
|-
| Req92, BETTER SHOOTING INTERFACE, (Future): Archery can neglect same square and grounded targets, need to have choice if many are in same square.
+
| <div id="Req91">Req91</div>
 +
| LEATHER COUNTING
 +
| (Future)
 +
| Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
 +
|
 
|-
 
|-
| Req93, NO RECORD, Completed.
+
| <div id="Req92">Req92</div>
 +
| BETTER SHOOTING INTERFACE
 +
| (Future)
 +
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
 +
|
 
|-
 
|-
| Req94, ABANDONMENT FIX, Completed.
+
| <div id="Req93">Req93</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req95, BETTER TRAP TEXT, (Future): Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
+
| <div id="Req94">Req94</div>
 +
| ABANDONMENT FIX
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req96, LIGHTING, (Future): Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
+
| <div id="Req95">Req95</div>
 +
| BETTER TRAP TEXT
 +
| (Future)
 +
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
 +
|
 
|-
 
|-
| Req97, VERMIN SWARMS IN ADVENTURE MODE, Completed.
+
| <div id="Req96">Req96</div>
 +
| LIGHTING
 +
| (Future)
 +
| Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
 +
|
 
|-
 
|-
| Req98, ART IMAGES, Completed.
+
| <div id="Req97">Req97</div>
 +
| VERMIN SWARMS IN ADVENTURE MODE
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req99, BURYING THINGS, (Future): Allow items to be buried under the soil.
+
| <div id="Req98">Req98</div>
 +
| ART IMAGES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req100, COIN STORES, (Future): Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
+
| <div id="Req99">Req99</div>
|}
+
| BURYING THINGS
 
+
| (Future)
==Reqs 101 - 150==
+
| Allow items to be buried under the soil.
{| class="wikitable"
+
|  
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
 
 
|-
 
|-
| style="width:100%;"| Req101, HAPPINESS UPON RELEASE FROM CONFINEMENT, Completed.
+
| <div id="Req100">Req100</div>
 +
| COIN STORES
 +
| (Future)
 +
| Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
 +
|
 
|-
 
|-
| Req102, SOME WAGE ADJUSTMENTS, (Future): Jeweler and mechanic jobs should take a little longer but pay more.
+
| <div id="Req101">Req101</div>
 +
| HAPPINESS UPON RELEASE FROM CONFINEMENT
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req103, NO RECORD, Completed.
+
| <div id="Req102">Req102</div>
 +
| SOME WAGE ADJUSTMENTS
 +
| (Future)
 +
| Jeweler and mechanic jobs should take a little longer but pay more.
 +
|
 
|-
 
|-
| Req104, SLAYER ANNOUNCEMENT, (Future): In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
+
| <div id="Req103">Req103</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req105, SOME BUILDING INTERACTIONS, Completed.
+
| <div id="Req104">Req104</div>
 +
| SLAYER ANNOUNCEMENT
 +
| (Future)
 +
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
 +
|
 
|-
 
|-
| Req106, FINALIZING THE STATE OF ACTIVE FLOWS, (Future): If flows are active when the player quits, their effects need to be handled.
+
| <div id="Req105">Req105</div>
 +
| SOME BUILDING INTERACTIONS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req107, PRIMITIVE WEAPONS, (Future): Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
+
| <div id="Req106">Req106</div>
 +
| FINALIZING THE STATE OF ACTIVE FLOWS
 +
| (Future)
 +
| If flows are active when the player quits, their effects need to be handled.
 +
|
 
|-
 
|-
| Req108, INTERFACE BINDINGS, Completed.
+
| <div id="Req107">Req107</div>
 +
| PRIMITIVE WEAPONS
 +
| (Future)
 +
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
 +
|
 
|-
 
|-
| Req109, FINISH TRAP BAITING, (Future): It's very sparse right now. Gems aren't actually used.
+
| <div id="Req108">Req108</div>
 +
| INTERFACE BINDINGS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req110, NEMESIS TRADES, (Future): If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
+
| <div id="Req109">Req109</div>
 +
| FINISH TRAP BAITING
 +
| (Future)
 +
| It's very sparse right now. Gems aren't actually used.
 +
|
 
|-
 
|-
| Req111, FILE I/O CHECKING, (Future): It could give more feedback about save/load errors.
+
| <div id="Req110">Req110</div>
 +
| NEMESIS TRADES
 +
| (Future)
 +
| If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
 +
|
 
|-
 
|-
| Req112, ITEM AGGREGATES, (Future): Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.
+
| <div id="Req111">Req111</div>
 +
| FILE I/O CHECKING
 +
| (Future)
 +
| It could give more feedback about save/load errors.
 +
|
 
|-
 
|-
| Req113, RACE SPECIFIC PROFESSION NAMES, Completed.
+
| <div id="Req112">Req112</div>
 +
| ITEM AGGREGATES
 +
| (Future)
 +
| Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.
 +
|
 
|-
 
|-
| Req114, DWARF LEVEL TWISTING ISSUES, Completed: Can see/shoot through dwarf twisted areas improperly sometimes.
+
| <div id="Req113">Req113</div>
 +
| RACE SPECIFIC PROFESSION NAMES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req115, NO RECORD, Completed.
+
| <div id="Req114">Req114</div>
 +
| DWARF LEVEL TWISTING ISSUES
 +
| Completed
 +
| Can see/shoot through dwarf twisted areas improperly sometimes.
 +
|
 
|-
 
|-
| Req116, PROBLEM WITH LEAVES TEXT, Completed.
+
| <div id="Req115">Req115</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req117, PET CAGE ASSIGNMENT PROBLEM, (Future): Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
+
| <div id="Req116">Req116</div>
 +
| PROBLEM WITH LEAVES TEXT
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req118, SOLDIER STATIONING LOAD PROBLEM, Completed: Bug with soldier stationing after load.
+
| <div id="Req117">Req117</div>
 +
| PET CAGE ASSIGNMENT PROBLEM
 +
| (Future)
 +
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
 +
|
 
|-
 
|-
| Req119, LOSS OF THREAD PLANT RESOURCES, Completed: It still gives you one thread from pig tail(5).
+
| <div id="Req118">Req118</div>
 +
| SOLDIER STATIONING LOAD PROBLEM
 +
| Completed
 +
| Bug with soldier stationing after load.
 +
|
 
|-
 
|-
| Req120, OFF DUTY SOLDIER STORES, (Future): Off-duty soldiers don't store their belongings, but they should.
+
| <div id="Req119">Req119</div>
 +
| LOSS OF THREAD PLANT RESOURCES
 +
| Completed
 +
| It still gives you one thread from pig tail(5).
 +
|
 
|-
 
|-
| Req121, BACKPACK AND QUIVER USE, Completed: Problem with quivers and backpacks conflicting in dwarf mode especially.
+
| <div id="Req120">Req120</div>
 +
| OFF DUTY SOLDIER STORES
 +
| (Future)
 +
| Off-duty soldiers don't store their belongings, but they should.
 +
|
 
|-
 
|-
| Req122, RESPECT BELT SLOT, Completed: The belt inventory slot is created by pants, but this is only partially respected.
+
| <div id="Req121">Req121</div>
 +
| BACKPACK AND QUIVER USE
 +
| Completed
 +
| Problem with quivers and backpacks conflicting in dwarf mode especially.
 +
|
 
|-
 
|-
| Req123, NO RECORD, Completed.
+
| <div id="Req122">Req122</div>
 +
| RESPECT BELT SLOT
 +
| Completed
 +
| The belt inventory slot is created by pants, but this is only partially respected.
 +
|
 
|-
 
|-
| Req124, CAVE-IN RAMIFICATIONS, (Future): There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
+
| <div id="Req123">Req123</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req125, BUILDING DAMAGE AND INVADERS, (Future): Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
+
| <div id="Req124">Req124</div>
 +
| CAVE-IN RAMIFICATIONS
 +
| (Future)
 +
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
 +
|
 
|-
 
|-
| Req126, INVADERS AND WELLS, Completed: (Obsolete) Invaders are blocked by wells, but they don't destroy them.
+
| <div id="Req125">Req125</div>
 +
| BUILDING DAMAGE AND INVADERS
 +
| (Future)
 +
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
 +
|
 
|-
 
|-
| Req127, CLARIFY DOOR DESIGNATIONS, Completed: The door designations are very confusing right now.
+
| <div id="Req126">Req126</div>
 +
| INVADERS AND WELLS
 +
| Completed
 +
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.
 +
|
 
|-
 
|-
| Req128, TRAFFIC JAMS, Completed: The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
+
| <div id="Req127">Req127</div>
 +
| CLARIFY DOOR DESIGNATIONS
 +
| Completed
 +
| The door designations are very confusing right now.
 +
|
 
|-
 
|-
| Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.
+
| <div id="Req128">Req128</div>
 +
| TRAFFIC JAMS
 +
| Completed
 +
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
 +
|
 
|-
 
|-
| Req130, SOME MORE END GAME STUFF, (Future).
+
| <div id="Req129">Req129</div>
 +
| IMPROVE COOKING
 +
| (Future)
 +
| More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.
 +
|
 
|-
 
|-
| Req131, RECEIVING OFFERINGS, (Future): When you get king, you should receive offerings.
+
| <div id="Req130">Req130</div>
 +
| SOME MORE END GAME STUFF
 +
| (Future)
 +
|
 +
|
 
|-
 
|-
| Req132, ELF CHECK DEFICIENCIES, (Future): Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
+
| <div id="Req131">Req131</div>
 +
| RECEIVING OFFERINGS
 +
| (Future)
 +
| When you get king, you should receive offerings.
 +
|
 
|-
 
|-
| Req133, ELVEN TRADE GOODS, (Future): Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
+
| <div id="Req132">Req132</div>
 +
| ELF CHECK DEFICIENCIES
 +
| (Future)
 +
| Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
 +
|
 
|-
 
|-
| Req134, FORTIFICATION OBJECT PROBLEMS, (Future): Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
+
| <div id="Req133">Req133</div>
 +
| ELVEN TRADE GOODS
 +
| (Future)
 +
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
 +
|
 
|-
 
|-
| Req135, HIDDEN REQUIRED FUN STUFF, (Future).
+
| <div id="Req134">Req134</div>
 +
| FORTIFICATION OBJECT PROBLEMS
 +
| (Future)
 +
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
 +
|
 
|-
 
|-
| Req136, ADVANCED STEALTH, (Future): Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.
+
| <div id="Req135">Req135</div>
 +
| HIDDEN REQUIRED FUN STUFF
 +
| (Future)
 +
|
 +
|
 
|-
 
|-
| Req137, ORPHANED BABIES, (Future): Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.
+
| <div id="Req136">Req136</div>
 +
| ADVANCED STEALTH
 +
| (Future)
 +
| Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.
 +
|
 
|-
 
|-
| Req138, ALCHEMY AND HEALING, (Future): Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.
+
| <div id="Req137">Req137</div>
 +
| ORPHANED BABIES
 +
| (Future)
 +
| Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.
 +
|
 
|-
 
|-
| Req139, POSSIBLE KO BUG, Completed: Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
+
| <div id="Req138">Req138</div>
 +
| ALCHEMY AND HEALING
 +
| (Future)
 +
| Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.
 +
|
 
|-
 
|-
| Req140, BETTER JOB CANCELLATION, (Future): If you are a few steps from completing your job and get a little hungry, you should stick it out.
+
| <div id="Req139">Req139</div>
 +
| POSSIBLE KO BUG
 +
| Completed
 +
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
 +
|
 
|-
 
|-
| Req141, HANDLE DISCONNECTED COMPONENTS, Completed: Sometimes needs to deal with disconnected caves on loss.
+
| <div id="Req140">Req140</div>
 +
| BETTER JOB CANCELLATION
 +
| (Future)
 +
| If you are a few steps from completing your job and get a little hungry, you should stick it out.
 +
|
 
|-
 
|-
| Req142, WEIGHT/INJURY INTERFACE, (Future): It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.
+
| <div id="Req141">Req141</div>
 +
| HANDLE DISCONNECTED COMPONENTS
 +
| Completed
 +
| Sometimes needs to deal with disconnected caves on loss.
 +
|
 
|-
 
|-
| Req143, ADVENTURE WEAR ISSUES, (Future): The wearing things in adventure mode should take time and be interruptable.
+
| <div id="Req142">Req142</div>
 +
| WEIGHT/INJURY INTERFACE
 +
| (Future)
 +
| It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.
 +
|
 
|-
 
|-
| Req144, NAME ENTRY, Completed: Ability to enter name manually, at least your first name (which is never translated).
+
| <div id="Req143">Req143</div>
 +
| ADVENTURE WEAR ISSUES
 +
| (Future)
 +
| The wearing things in adventure mode should take time and be interruptable.
 +
|
 
|-
 
|-
| Req145, CHANNEL INTERFACE PROBLEMS, Completed: Sometimes channels can display several times because of the way it links them. This can be changed.
+
| <div id="Req144">Req144</div>
 +
| NAME ENTRY
 +
| Completed
 +
| Ability to enter name manually, at least your first name (which is never translated).
 +
|
 
|-
 
|-
| Req146, PILE ISSUES, (Future): Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
+
| <div id="Req145">Req145</div>
 +
| CHANNEL INTERFACE PROBLEMS
 +
| Completed
 +
| Sometimes channels can display several times because of the way it links them. This can be changed.
 +
|
 
|-
 
|-
| Req147, BUILD PATH VIOLATION, Completed.
+
| <div id="Req146">Req146</div>
 +
| PILE ISSUES
 +
| (Future)
 +
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
 +
|
 
|-
 
|-
| Req148, EXPANDED DUNGEON AI, (Future): Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.
+
| <div id="Req147">Req147</div>
 +
| BUILD PATH VIOLATION
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req149, FINISH ITEM DAMAGE, (Future): Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.
+
| <div id="Req148">Req148</div>
 +
| EXPANDED DUNGEON AI
 +
| (Future)
 +
| Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.
 +
|
 
|-
 
|-
| Req150, SAFE-CAGING ISSUES, Completed: Possible problem with caging dangerous animals.
+
| <div id="Req149">Req149</div>
|}
+
| FINISH ITEM DAMAGE
==Reqs 151 - 200==
+
| (Future)
{| class="wikitable"
+
| Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
|  
 
|-
 
|-
 
+
| <div id="Req150">Req150</div>
| style="width:100%;" |Req151, LEGENDS SCREEN, Completed.
+
| SAFE-CAGING ISSUES
 +
| Completed
 +
| Possible problem with caging dangerous animals.
 +
|
 
|-
 
|-
| Req152, GRAMMAR PROBLEMS, (Future): There are various grammar problems.
+
| <div id="Req151">Req151</div>
 +
| LEGENDS SCREEN
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req153, LINE DRAWING, Completed: Basic problem with how line code treats adjacent squares.
+
| <div id="Req152">Req152</div>
 +
| GRAMMAR PROBLEMS
 +
| (Future)
 +
| There are various grammar problems.
 +
|
 
|-
 
|-
| Req154, PROBLEM WITH SECONDARY SCROLLING, Completed.
+
| <div id="Req153">Req153</div>
 +
| LINE DRAWING
 +
| Completed
 +
| Basic problem with how line code treats adjacent squares.
 +
|
 
|-
 
|-
| Req155, NO RECORD, Completed.
+
| <div id="Req154">Req154</div>
 +
| PROBLEM WITH SECONDARY SCROLLING
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req156, PROJECTILE UNIT KILL CAUSES, (Future): Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.
+
| <div id="Req155">Req155</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req157, PROBLEM WITH DISTANCE CALCULATION, Completed.
+
| <div id="Req156">Req156</div>
 +
| PROJECTILE UNIT KILL CAUSES
 +
| (Future)
 +
| Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.
 +
|
 
|-
 
|-
| Req158, THEFT WEIGHT LIMITS, (Future): Fix up theft weight limits. They are currently arbitrary.
+
| <div id="Req157">Req157</div>
 +
| PROBLEM WITH DISTANCE CALCULATION
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req159, ANIMAL MISCHIEF BROKEN, Completed.
+
| <div id="Req158">Req158</div>
 +
| THEFT WEIGHT LIMITS
 +
| (Future)
 +
| Fix up theft weight limits. They are currently arbitrary.
 +
|
 
|-
 
|-
| Req160, INVENTORY PROBLEMS, Completed.
+
| <div id="Req159">Req159</div>
 +
| ANIMAL MISCHIEF BROKEN
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req161, LEADER TITLES, (Future): Civilization leaders need proper titles.
+
| <div id="Req160">Req160</div>
 +
| INVENTORY PROBLEMS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req162, ENTITY RECIPES, (Future): Civilization initial recipes. This also includes some food management for civs so food items can be created more easily. Requires Req129.
+
| <div id="Req161">Req161</div>
 +
| LEADER TITLES
 +
| (Future)
 +
| Civilization leaders need proper titles.
 +
|
 
|-
 
|-
| Req163, NEMESIS SAVE BUG, Completed.
+
| <div id="Req162">Req162</div>
 +
| ENTITY RECIPES
 +
| (Future)
 +
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.
 +
| [[#Req129|Req129]]
 
|-
 
|-
| Req164, ITEM DAMAGE ISSUES, (Future): Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
+
| <div id="Req163">Req163</div>
 +
| NEMESIS SAVE BUG
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req165, REFINE POISONING, (Future): Refine unit contamination amounts and levels.
+
| <div id="Req164">Req164</div>
 +
| ITEM DAMAGE ISSUES
 +
| (Future)
 +
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
 +
|
 
|-
 
|-
| Req166, REFINE WAGON AI, Completed: Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
+
| <div id="Req165">Req165</div>
 +
| REFINE POISONING
 +
| (Future)
 +
| Refine unit contamination amounts and levels.
 +
|
 
|-
 
|-
| Req167, NO RECORD, Completed.
+
| <div id="Req166">Req166</div>
 +
| REFINE WAGON AI
 +
| Completed
 +
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
 +
|
 
|-
 
|-
| Req168, ADVENTURER RIDERS, (Future): Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
+
| <div id="Req167">Req167</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req169, RAMP USAGE, Completed.
+
| <div id="Req168">Req168</div>
 +
| ADVENTURER RIDERS
 +
| (Future)
 +
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
 +
|
 
|-
 
|-
| Req170, PROBLEM WITH ANIMAL TRAINING AND 3D, Completed.
+
| <div id="Req169">Req169</div>
 +
| RAMP USAGE
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req171, TARGETING AND MOVEMENT ISSUES, (Future): Some adventure mode melee targeting and movement code issues.
+
| <div id="Req170">Req170</div>
 +
| PROBLEM WITH ANIMAL TRAINING AND 3D
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req172, PROBLEM WITH MULTIPLE HUMAN CIVS, (Future): It only checks one human civ per season, so some of the update code can work too slowly.
+
| <div id="Req171">Req171</div>
 +
| TARGETING AND MOVEMENT ISSUES
 +
| (Future)
 +
| Some adventure mode melee targeting and movement code issues.
 +
|
 
|-
 
|-
| Req173, CULLING, (Future): Cull things when there are too many. It needs to pick the things that are less likely to be missed.
+
| <div id="Req172">Req172</div>
 +
| PROBLEM WITH MULTIPLE HUMAN CIVS
 +
| (Future)
 +
| It only checks one human civ per season, so some of the update code can work too slowly.
 +
|
 
|-
 
|-
| Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.
+
| <div id="Req173">Req173</div>
 +
| CULLING
 +
| (Future)
 +
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.
 +
|
 
|-
 
|-
| Req175, TRADE OPTIMIZATION, (Future): Improve trading code.
+
| <div id="Req174">Req174</div>
 +
| REASON FOR OFFERING
 +
| (Future)
 +
| There's no point of offering goods to your own king right now.
 +
|
 
|-
 
|-
| Req176, PET TRADE PROBLEM, Completed.
+
| <div id="Req175">Req175</div>
 +
| TRADE OPTIMIZATION
 +
| (Future)
 +
| Improve trading code.
 +
|
 
|-
 
|-
| Req177, KING ENTOURAGE, (Future): Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
+
| <div id="Req176">Req176</div>
 +
| PET TRADE PROBLEM
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req178, NO RECORD, Completed.
+
| <div id="Req177">Req177</div>
 +
| KING ENTOURAGE
 +
| (Future)
 +
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
 +
|
 
|-
 
|-
| Req179, SMALL PET INVENTORY DESCRIPTIONS, (Future): Pet-in-inventory descriptions need to respect the body of the holder.
+
| <div id="Req178">Req178</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req180, ENGRAVING LOOK PROBLEMS, (Future): You can see engraving descriptions even if you are off of the facing level.
+
| <div id="Req179">Req179</div>
 +
| SMALL PET INVENTORY DESCRIPTIONS
 +
| (Future)
 +
| Pet-in-inventory descriptions need to respect the body of the holder.
 +
|
 
|-
 
|-
| Req181, MOUNT PROJECTILE ISSUES, (Future): There are potential problems with riders when mount becomes projectile.
+
| <div id="Req180">Req180</div>
 +
| ENGRAVING LOOK PROBLEMS
 +
| (Future)
 +
| You can see engraving descriptions even if you are off of the facing level.
 +
|
 
|-
 
|-
| Req182, BUILDING PLACEMENT INTERFACE, Completed: Need to explain why red X appears.
+
| <div id="Req181">Req181</div>
 +
| MOUNT PROJECTILE ISSUES
 +
| (Future)
 +
| There are potential problems with riders when mount becomes projectile.
 +
|
 
|-
 
|-
| Req183, LOOK/SHOOT INTERFACE, (Future): Improve look interface code a bit. Let you choose targets in shoot/throw.
+
| <div id="Req182">Req182</div>
 +
| BUILDING PLACEMENT INTERFACE
 +
| Completed
 +
| Need to explain why red X appears.
 +
|
 
|-
 
|-
| Req184, FLOORS IN LOOK SENTENCES, Completed: In the look sentence in adventure mode, it could include information about the floor type.
+
| <div id="Req183">Req183</div>
 +
| LOOK/SHOOT INTERFACE
 +
| (Future)
 +
| Improve look interface code a bit. Let you choose targets in shoot/throw.
 +
|
 
|-
 
|-
| Req185, NO RECORD, Completed.
+
| <div id="Req184">Req184</div>
 +
| FLOORS IN LOOK SENTENCES
 +
| Completed
 +
| In the look sentence in adventure mode, it could include information about the floor type.
 +
|
 
|-
 
|-
| Req186, PROPER CIV NEIGHBORS, (Future): Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.
+
| <div id="Req185">Req185</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req187, SEVER EFFECTS, Completed: Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.
+
| <div id="Req186">Req186</div>
 +
| PROPER CIV NEIGHBORS
 +
| (Future)
 +
| Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.
 +
|
 
|-
 
|-
| Req188, SPEED REFINEMENT, (Future): Differentiate attack and move speed. This has many ramifications and associated difficulties.
+
| <div id="Req187">Req187</div>
 +
| SEVER EFFECTS
 +
| Completed
 +
| Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.
 +
|
 
|-
 
|-
| Req189, ARCHER ARMOR START SKILLS, (Future): Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
+
| <div id="Req188">Req188</div>
 +
| SPEED REFINEMENT
 +
| (Future)
 +
| Differentiate attack and move speed. This has many ramifications and associated difficulties.
 +
|
 
|-
 
|-
| Req190, CREATURE KNOWLEDGE, (Future): Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
+
| <div id="Req189">Req189</div>
 +
| ARCHER ARMOR START SKILLS
 +
| (Future)
 +
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
 +
|
 
|-
 
|-
| Req191, TREE PREFERENCES, (Future): Tree preferences are fairly arbitrary right now.
+
| <div id="Req190">Req190</div>
 +
| CREATURE KNOWLEDGE
 +
| (Future)
 +
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
 +
|
 
|-
 
|-
| Req192, TRANCE BONUSES, (Future): Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
+
| <div id="Req191">Req191</div>
 +
| TREE PREFERENCES
 +
| (Future)
 +
| Tree preferences are fairly arbitrary right now.
 +
|
 
|-
 
|-
| Req193, CHANGE ITEM ACQUISITION, (Future): When people choose inventory items they like, they don't consider dropping what they are already wearing.
+
| <div id="Req192">Req192</div>
 +
| TRANCE BONUSES
 +
| (Future)
 +
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
 +
|
 
|-
 
|-
| Req194, STARTING BELT OBJECTS, (Future): Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
+
| <div id="Req193">Req193</div>
 +
| CHANGE ITEM ACQUISITION
 +
| (Future)
 +
| When people choose inventory items they like, they don't consider dropping what they are already wearing.
 +
|
 
|-
 
|-
| Req195, ITEM MATERIAL PROBLEM, Completed.
+
| <div id="Req194">Req194</div>
 +
| STARTING BELT OBJECTS
 +
| (Future)
 +
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
 +
|
 
|-
 
|-
| Req196, DRINK APPRECIATION PROBLEM, (Future): Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
+
| <div id="Req195">Req195</div>
 +
| ITEM MATERIAL PROBLEM
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req197, BUTCHERY OPTIMIZATION, (Future): The butchery code can be consolidated with some other sections of the program.
+
| <div id="Req196">Req196</div>
 +
| DRINK APPRECIATION PROBLEM
 +
| (Future)
 +
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
 +
|
 
|-
 
|-
| Req198, KO VOMIT CHOKE, (Future): If you are knocked out, you should choke if you vomit sometimes.
+
| <div id="Req197">Req197</div>
 +
| BUTCHERY OPTIMIZATION
 +
| (Future)
 +
| The butchery code can be consolidated with some other sections of the program.
 +
|
 
|-
 
|-
| Req199, VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION, (Future): There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
+
| <div id="Req198">Req198</div>
|}
+
| KO VOMIT CHOKE
==Reqs 201 - 250==
+
| (Future)
{| class="wikitable"
+
| If you are knocked out, you should choke if you vomit sometimes.
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
|  
 
|-
 
|-
 
+
| <div id="Req199">Req199</div>
| style="width:100%;" | Req200, ARCHER ISSUES, (Future): Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
+
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION
 +
| (Future)
 +
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
 +
|
 
|-
 
|-
| Req201, POTENTIAL PROJECTILE PROBLEM, (Future): No symptoms, just a code-check.
+
| <div id="Req200">Req200</div>
 +
| ARCHER ISSUES
 +
| (Future)
 +
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
 +
|
 
|-
 
|-
| Req202, DRESS/ROBE PROBLEM, Completed: If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
+
| <div id="Req201">Req201</div>
 +
| POTENTIAL PROJECTILE PROBLEM
 +
| (Future)
 +
| No symptoms, just a code-check.
 +
|
 
|-
 
|-
| Req203, PROPER HEALING, (Future): Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
+
| <div id="Req202">Req202</div>
 +
| DRESS/ROBE PROBLEM
 +
| Completed
 +
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
 +
|
 
|-
 
|-
| Req204, MID-TRADE GAME ENDINGS, (Future): If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
+
| <div id="Req203">Req203</div>
 +
| PROPER HEALING
 +
| (Future)
 +
| Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
 +
|
 
|-
 
|-
| Req205, NO RECORD, Completed.
+
| <div id="Req204">Req204</div>
 +
| MID-TRADE GAME ENDINGS
 +
| (Future)
 +
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
 +
|
 
|-
 
|-
| Req206, ITEM WRESTLING, (Future): Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
+
| <div id="Req205">Req205</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req207, CONSOLIDATE MISS ANNOUNCEMENTS, (Future): Consolidate repeated miss announcements. A few other announcements could also be collapsed.
+
| <div id="Req206">Req206</div>
 +
| ITEM WRESTLING
 +
| (Future)
 +
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
 +
|
 
|-
 
|-
| Req208, DEAL WITH POTASH VS ASH, Completed.
+
| <div id="Req207">Req207</div>
 +
| CONSOLIDATE MISS ANNOUNCEMENTS
 +
| (Future)
 +
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.
 +
|
 
|-
 
|-
| Req209, ENTITY DEF ITEM TYPES, Completed.
+
| <div id="Req208">Req208</div>
 +
| DEAL WITH POTASH VS ASH
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req210, GROUP SKILLS IN STARTUP, Completed.
+
| <div id="Req209">Req209</div>
 +
| ENTITY DEF ITEM TYPES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req211, TOMB STORAGE AND ACCESSIBILITY, (Future): Problem storing inaccessible body in tomb. The job was repeatedly created.
+
| <div id="Req210">Req210</div>
 +
| GROUP SKILLS IN STARTUP
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req212, RE-EVALUATE HAUL LOCATIONS, Completed: A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.
+
| <div id="Req211">Req211</div>
 +
| TOMB STORAGE AND ACCESSIBILITY
 +
| (Future)
 +
| Problem storing inaccessible body in tomb. The job was repeatedly created.
 +
|
 
|-
 
|-
| Req213, BABY SEARCHER PROBLEM, Completed: Thirsty mothers cannot seek lost babies effectively.
+
| <div id="Req212">Req212</div>
 +
| RE-EVALUATE HAUL LOCATIONS
 +
| Completed
 +
| A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.
 +
|
 
|-
 
|-
| Req214, START SCENARIOS, (Future): See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.
+
| <div id="Req213">Req213</div>
 +
| BABY SEARCHER PROBLEM
 +
| Completed
 +
| Thirsty mothers cannot seek lost babies effectively.
 +
|
 
|-
 
|-
| Req215, NEMESIS SAVE BUG, Completed.
+
| <div id="Req214">Req214</div>
 +
| START SCENARIOS
 +
| (Future)
 +
| See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.
 +
|
 
|-
 
|-
| Req216, SOME DISPLAY RATE ISSUES, Completed.
+
| <div id="Req215">Req215</div>
 +
| NEMESIS SAVE BUG
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req217, BUILDING CONSTRUCTION PROBLEM, (Future): Suspend building constructions if item blocking the build site are unreachable.
+
| <div id="Req216">Req216</div>
|-
+
| SOME DISPLAY RATE ISSUES
| Req218, MERCHANT ANNOUNCEMENTS, (Future): Notification when merchants are done unloading.
+
| Completed
 +
|  
 +
|  
 
|-
 
|-
| Req219, VERMIN PROBLEM, (Future): Possibly issue when cleaning vermin references.
+
| <div id="Req217">Req217</div>
 +
| BUILDING CONSTRUCTION PROBLEM
 +
| (Future)
 +
| Suspend building constructions if item blocking the build site are unreachable.
 +
|
 
|-
 
|-
| Req220, MULTIPLE DEPOTS, (Future): Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
+
| <div id="Req218">Req218</div>
 +
| MERCHANT ANNOUNCEMENTS
 +
| (Future)
 +
| Notification when merchants are done unloading.
 +
|
 
|-
 
|-
| Req221, HISTORY GENERATION, Completed: Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.
+
| <div id="Req219">Req219</div>
 +
| VERMIN PROBLEM
 +
| (Future)
 +
| Possibly issue when cleaning vermin references.
 +
|
 
|-
 
|-
| Req222, SAVE COIN BATCHES GLOBALLY, Completed.
+
| <div id="Req220">Req220</div>
 +
| MULTIPLE DEPOTS
 +
| (Future)
 +
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
 +
|
 
|-
 
|-
| Req223, SET RACE MAKER PROPERLY ON ITEMS, Completed.
+
| <div id="Req221">Req221</div>
 +
| HISTORY GENERATION
 +
| Completed
 +
| Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.
 +
|
 
|-
 
|-
| Req224, PARRYING AND ITEMS, (Future): Refine parrying chances, based on item type.
+
| <div id="Req222">Req222</div>
 +
| SAVE COIN BATCHES GLOBALLY
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req225, BUILD PATH VIOLATION, Completed.
+
| <div id="Req223">Req223</div>
 +
| SET RACE MAKER PROPERLY ON ITEMS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req226, BUILDING ADMIRATION BUG, (Future): A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
+
| <div id="Req224">Req224</div>
 +
| PARRYING AND ITEMS
 +
| (Future)
 +
| Refine parrying chances, based on item type.
 +
|
 
|-
 
|-
| Req227, PEAKS AND VOLCANOS, Completed: Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.
+
| <div id="Req225">Req225</div>
 +
| BUILD PATH VIOLATION
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req228, ALLOW MULTIPLE SITES IN A SQUARE, Completed.
+
| <div id="Req226">Req226</div>
 +
| BUILDING ADMIRATION BUG
 +
| (Future)
 +
| A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
 +
|
 
|-
 
|-
| Req229, PROBLEM WITH SUBREGION TYPING, Completed.
+
| <div id="Req227">Req227</div>
 +
| PEAKS AND VOLCANOS
 +
| Completed
 +
| Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.
 +
|
 
|-
 
|-
| Req230, AIMED SHOTS AND BODYPART SIZES, (Future): Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.
+
| <div id="Req228">Req228</div>
 +
| ALLOW MULTIPLE SITES IN A SQUARE
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req231, NO RECORD, Completed.
+
| <div id="Req229">Req229</div>
 +
| PROBLEM WITH SUBREGION TYPING
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req232, CAVE RIVER ENTITIES, (Future): Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
+
| <div id="Req230">Req230</div>
 +
| AIMED SHOTS AND BODYPART SIZES
 +
| (Future)
 +
| Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.
 +
|
 
|-
 
|-
| Req233, ISSUES WITH ITEM SHARING, Completed: There are some potential problems with shared items that need to be addressed.
+
| <div id="Req231">Req231</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req234, MULTIGRASP WEAPON PROBLEM, (Future): It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
+
| <div id="Req232">Req232</div>
 +
| CAVE RIVER ENTITIES
 +
| (Future)
 +
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
 +
|
 
|-
 
|-
| Req235, ENTITY ARMOR ISSUES, Completed: For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
+
| <div id="Req233">Req233</div>
 +
| ISSUES WITH ITEM SHARING
 +
| Completed
 +
| There are some potential problems with shared items that need to be addressed.
 +
|
 
|-
 
|-
| Req236, ADVENTURE MODE BUILDING INTERACTIONS, (Future): Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.
+
| <div id="Req234">Req234</div>
 +
| MULTIGRASP WEAPON PROBLEM
 +
| (Future)
 +
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
 +
|
 
|-
 
|-
| Req237, ASKING ABOUT SURROUNDINGS, Completed.
+
| <div id="Req235">Req235</div>
 +
| ENTITY ARMOR ISSUES
 +
| Completed
 +
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
 +
|
 
|-
 
|-
| Req238, IMPROVE SMELTING, Completed.
+
| <div id="Req236">Req236</div>
 +
| ADVENTURE MODE BUILDING INTERACTIONS
 +
| (Future)
 +
| Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.
 +
|
 
|-
 
|-
| Req239, REMOVE STRANGE NOBLE REQUESTS, Completed.
+
| <div id="Req237">Req237</div>
 +
| ASKING ABOUT SURROUNDINGS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req240, HAVE CONTENTS CHECKED FOR BAD TRADES, Completed.
+
| <div id="Req238">Req238</div>
 +
| IMPROVE SMELTING
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req241, PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS, Completed.
+
| <div id="Req239">Req239</div>
 +
| REMOVE STRANGE NOBLE REQUESTS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req242, HIDE TRAPS FROM ADVENTURER, Completed.
+
| <div id="Req240">Req240</div>
 +
| HAVE CONTENTS CHECKED FOR BAD TRADES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req243, PROBLEM WITH GRAB-TEARS, Completed.
+
| <div id="Req241">Req241</div>
 +
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req244, PLACE CREATURES IN LARGE COMPONENTS, Completed.
+
| <div id="Req242">Req242</div>
 +
| HIDE TRAPS FROM ADVENTURER
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req245, PROBLEM WITH FULLSCREEN FONTS, Completed.
+
| <div id="Req243">Req243</div>
 +
| PROBLEM WITH GRAB-TEARS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req246, FINISH USING ENTITY ITEMS, Completed.
+
| <div id="Req244">Req244</div>
 +
| PLACE CREATURES IN LARGE COMPONENTS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req247, IMPROVE END GAME, Completed.
+
| <div id="Req245">Req245</div>
 +
| PROBLEM WITH FULLSCREEN FONTS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req248, IMPROVED CAVE POPULATIONS, Completed.
+
| <div id="Req246">Req246</div>
 +
| FINISH USING ENTITY ITEMS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req249, ADVENTURE STORE RESTOCKING, (Future): Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features. Requires Core3.
+
| <div id="Req247">Req247</div>
 +
| IMPROVE END GAME
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req250, DEAL WITH HIRING RETIREES, Completed.
+
| <div id="Req248">Req248</div>
|}
+
| IMPROVED CAVE POPULATIONS
==Reqs 251 - 300==
+
| Completed
{| class="wikitable"
+
|  
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
|  
 
|-
 
|-
 
+
| <div id="Req249">Req249</div>
| style="width:100%;" | Req251, PATH BLOCK MESSAGES, Completed: On a hunt job, path block message was issued repeatedly.
+
| ADVENTURE STORE RESTOCKING
 +
| (Future)
 +
| Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features.
 +
| [[#Core3|Core3]]
 
|-
 
|-
| Req252, USE BARRACKS BEDS, (Future): People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
+
| <div id="Req250">Req250</div>
 +
| DEAL WITH HIRING RETIREES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req253, JUSTICE MANDATE NUMBERS, (Future): The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
+
| <div id="Req251">Req251</div>
 +
| PATH BLOCK MESSAGES
 +
| Completed
 +
| On a hunt job, path block message was issued repeatedly.
 +
|
 
|-
 
|-
| Req254, ASSIGN WEAPON PREFS FROM MIL SCREEN, Completed.
+
| <div id="Req252">Req252</div>
 +
| USE BARRACKS BEDS
 +
| (Future)
 +
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
 +
|
 
|-
 
|-
| Req255, IMPROVE SQUAD SELECTION, Completed.
+
| <div id="Req253">Req253</div>
 +
| JUSTICE MANDATE NUMBERS
 +
| (Future)
 +
| The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
 +
|
 
|-
 
|-
| Req256, BUTCHERY ISSUES, (Future): Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
+
| <div id="Req254">Req254</div>
 +
| ASSIGN WEAPON PREFS FROM MIL SCREEN
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req257, TYPES OF EATERS, (Future): It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
+
| <div id="Req255">Req255</div>
 +
| IMPROVE SQUAD SELECTION
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req258, STRANGE MOOD HELP, (Future): Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.
+
| <div id="Req256">Req256</div>
 +
| BUTCHERY ISSUES
 +
| (Future)
 +
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
 +
|
 
|-
 
|-
| Req259, PROBLEM WITH SLAYER NAMES, Completed.
+
| <div id="Req257">Req257</div>
 +
| TYPES OF EATERS
 +
| (Future)
 +
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
 +
|
 
|-
 
|-
| Req260, DEGREES OF BARTERING, (Future): Merchants need to tell you the extent to which your offer failed.
+
| <div id="Req258">Req258</div>
 +
| STRANGE MOOD HELP
 +
| (Future)
 +
| Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.
 +
|
 
|-
 
|-
| Req261, BARTER CONTAINER PROBLEMS, (Future): In adventure mode, container contents mess up bartering in a number of ways.
+
| <div id="Req259">Req259</div>
 +
| PROBLEM WITH SLAYER NAMES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req262, PROBLEMS WITH WATER, Completed: Water currently rots and should be value zero.
+
| <div id="Req260">Req260</div>
 +
| DEGREES OF BARTERING
 +
| (Future)
 +
| Merchants need to tell you the extent to which your offer failed.
 +
|
 
|-
 
|-
| Req263, INAPPROPRIATE CONTAINERS, (Future): Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
+
| <div id="Req261">Req261</div>
 +
| BARTER CONTAINER PROBLEMS
 +
| (Future)
 +
| In adventure mode, container contents mess up bartering in a number of ways.
 +
|
 
|-
 
|-
| Req264, STOP SPEAKING TO UNINTELLIGENT CREATURES, Completed.
+
| <div id="Req262">Req262</div>
 +
| PROBLEMS WITH WATER
 +
| Completed
 +
| Water currently rots and should be value zero.
 +
|
 
|-
 
|-
| Req265, RETIREMENT ISSUES, (Future): Shouldn't be able to retire while you are talking or otherwise in the middle of something.
+
| <div id="Req263">Req263</div>
 +
| INAPPROPRIATE CONTAINERS
 +
| (Future)
 +
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
 +
|
 
|-
 
|-
| Req266, SITE LOOTING, (Future): Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.
+
| <div id="Req264">Req264</div>
 +
| STOP SPEAKING TO UNINTELLIGENT CREATURES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req267, PERSISTENCE OF CORPSE ASSOCIATIONS, Completed.
+
| <div id="Req265">Req265</div>
 +
| RETIREMENT ISSUES
 +
| (Future)
 +
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.
 +
|
 
|-
 
|-
| Req268, ADVENTURE MODE TWEAK, Completed.
+
| <div id="Req266">Req266</div>
 +
| SITE LOOTING
 +
| (Future)
 +
| Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.
 +
|
 
|-
 
|-
| Req269, PROBLEM WITH CAVE POPULATIONS BEING IN TOWN, Completed.
+
| <div id="Req267">Req267</div>
 +
| PERSISTENCE OF CORPSE ASSOCIATIONS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req270, AUTOSAVE, Completed: We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.
+
| <div id="Req268">Req268</div>
 +
| ADVENTURE MODE TWEAK
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req271, SAND ISSUES, Completed: Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
+
| <div id="Req269">Req269</div>
 +
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req272, CLARIFY COIN QUOTAS, Completed: When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
+
| <div id="Req270">Req270</div>
 +
| AUTOSAVE
 +
| Completed
 +
| We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.
 +
|
 
|-
 
|-
| Req273, STATE OF EMERGENCY, (Future): Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.
+
| <div id="Req271">Req271</div>
 +
| SAND ISSUES
 +
| Completed
 +
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
 +
|
 
|-
 
|-
| Req274, ABORTING WORLD GENERATION, Completed: Ability to leave history generation in the middle.
+
| <div id="Req272">Req272</div>
 +
| CLARIFY COIN QUOTAS
 +
| Completed
 +
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
 +
|
 
|-
 
|-
| Req275, KIDNAPPING ISSUES, Completed: Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
+
| <div id="Req273">Req273</div>
 +
| STATE OF EMERGENCY
 +
| (Future)
 +
| Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.
 +
|
 
|-
 
|-
| Req276, STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS, Completed.
+
| <div id="Req274">Req274</div>
 +
| ABORTING WORLD GENERATION
 +
| Completed
 +
| Ability to leave history generation in the middle.
 +
|
 
|-
 
|-
| Req277, STRANDED NEMESES, (Future): Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
+
| <div id="Req275">Req275</div>
 +
| KIDNAPPING ISSUES
 +
| Completed
 +
| Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
 +
|
 
|-
 
|-
| Req278, COIN STACKS, Completed: Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
+
| <div id="Req276">Req276</div>
 +
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req279, MERCHANT COUNTER-OFFERS, Completed: Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.
+
| <div id="Req277">Req277</div>
 +
| STRANDED NEMESES
 +
| (Future)
 +
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
 +
|
 
|-
 
|-
| Req280, STAIRWAY BLOCKAGE INFORMATION, Completed: Needs to tell you why stairways are blocked when you fail to move.
+
| <div id="Req278">Req278</div>
 +
| COIN STACKS
 +
| Completed
 +
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
 +
|
 
|-
 
|-
| Req281, RESPECT NEMESIS INVENTORIES, Completed.
+
| <div id="Req279">Req279</div>
 +
| MERCHANT COUNTER-OFFERS
 +
| Completed
 +
| Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.
 +
|
 
|-
 
|-
| Req282, ERRONEOUS COMBAT MESSAGES, Completed.
+
| <div id="Req280">Req280</div>
 +
| STAIRWAY BLOCKAGE INFORMATION
 +
| Completed
 +
| Needs to tell you why stairways are blocked when you fail to move.
 +
|
 
|-
 
|-
| Req283, CHANGED SOME END GAME PARAMETERS, Completed.
+
| <div id="Req281">Req281</div>
 +
| RESPECT NEMESIS INVENTORIES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req284, CONTAINER PLACEMENT, (Future): Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
+
| <div id="Req282">Req282</div>
 +
| ERRONEOUS COMBAT MESSAGES
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req285, OLD BLOODY WALLS, (Future): Need to handle bloody river walls in dwarf mode.
+
| <div id="Req283">Req283</div>
 +
| CHANGED SOME END GAME PARAMETERS
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req286, HUNTER SLEEP PREFS, (Future): Make hunters sleep on the ground only while hunting.
+
| <div id="Req284">Req284</div>
 +
| CONTAINER PLACEMENT
 +
| (Future)
 +
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
 +
|
 
|-
 
|-
| Req287, SPECIFIC MATERIAL USE, (Future): Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
+
| <div id="Req285">Req285</div>
 +
| OLD BLOODY WALLS
 +
| (Future)
 +
| Need to handle bloody river walls in dwarf mode.
 +
|
 
|-
 
|-
| Req288, FLOODGATE PLACEMENT ISSUES, (Future): It's very common for people to get blocked off by floodgates while placing them.
+
| <div id="Req286">Req286</div>
 +
| HUNTER SLEEP PREFS
 +
| (Future)
 +
| Make hunters sleep on the ground only while hunting.
 +
|
 
|-
 
|-
| Req289, MORE CLEANING, (Future): Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
+
| <div id="Req287">Req287</div>
 +
| SPECIFIC MATERIAL USE
 +
| (Future)
 +
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
 +
|
 
|-
 
|-
| Req290, WIELD ISSUES, (Future): It can be confused about which object is wielded, and there are some issues about the primary hand.
+
| <div id="Req288">Req288</div>
 +
| FLOODGATE PLACEMENT ISSUES
 +
| (Future)
 +
| It's very common for people to get blocked off by floodgates while placing them.
 +
|
 
|-
 
|-
| Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.
+
| <div id="Req289">Req289</div>
 +
| MORE CLEANING
 +
| (Future)
 +
| Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
 +
|
 
|-
 
|-
| Req292, NO RECORD, Completed.
+
| <div id="Req290">Req290</div>
 +
| WIELD ISSUES
 +
| (Future)
 +
| It can be confused about which object is wielded, and there are some issues about the primary hand.
 +
|
 
|-
 
|-
| Req293, STORAGE OPTIMIZATION, Completed: The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.
+
| <div id="Req291">Req291</div>
 +
| NOBLE DEATH
 +
| (Future)
 +
| Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.
 +
|
 
|-
 
|-
| Req294, NO SILK ROPE SKILLS, Completed: Does clothesmaking skill go up when silk ropes are made?
+
| <div id="Req292">Req292</div>
 +
| NO RECORD
 +
| Completed
 +
|
 +
|
 
|-
 
|-
| Req295, DROWNING ISSUES, Completed: Although drowning is generally harsh, there was a case of people just swimming around in the river.
+
| <div id="Req293">Req293</div>
 +
| STORAGE OPTIMIZATION
 +
| Completed
 +
| The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.
 +
|
 
|-
 
|-
| Req296, INDOOR PLANT DEATH, Completed: Some indoor bushes would die and disappear quickly.
+
| <div id="Req294">Req294</div>
 +
| NO SILK ROPE SKILLS
 +
| Completed
 +
| Does clothesmaking skill go up when silk ropes are made?
 +
|
 
|-
 
|-
| Req297, INNER DEFENDERS, Completed: The inside defenders need to occasionally go on forays or you can just pick them off at range.
+
| <div id="Req295">Req295</div>
 +
| DROWNING ISSUES
 +
| Completed
 +
| Although drowning is generally harsh, there was a case of people just swimming around in the river.
 +
|
 
|-
 
|-
| Req298, SLIDING UNDER ENEMIES, (Future): If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.
+
| <div id="Req296">Req296</div>
 +
| INDOOR PLANT DEATH
 +
| Completed
 +
| Some indoor bushes would die and disappear quickly.
 +
|
 
|-
 
|-
| Req299, RIVER SITE UPDATE, Completed: If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
+
| <div id="Req297">Req297</div>
 +
| INNER DEFENDERS
 +
| Completed
 +
| The inside defenders need to occasionally go on forays or you can just pick them off at range.
 +
|
 
|-
 
|-
| Req300, TREE DISPLAY PROBLEM, (Future): Snow covered leafless deciduous trees aren't white.
+
| <div id="Req298">Req298</div>
|}
+
| SLIDING UNDER ENEMIES
==Reqs 301 - 350==
+
| (Future)
{| class="wikitable"
+
| If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
|  
 
|-
 
|-
 
+
| <div id="Req299">Req299</div>
| style="width:100%;" |Req301, TRAP AVOIDANCE, (Future): Invaders shouldn't fall for traps if they've seen them used.
+
| RIVER SITE UPDATE
 +
| Completed
 +
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
 +
|
 
|-
 
|-
| Req302, ADVENTURER PROFESSIONS, (Future): Need to be able to tame the lizards you find, wood work, make clothes, whatever.
+
| <div id="Req300">Req300</div>
 +
| TREE DISPLAY PROBLEM
 +
| (Future)
 +
| Snow covered leafless deciduous trees aren't white.
 +
|
 
|-
 
|-
| Req303, ENTITY ENEMY LEGEND, (Future): If you become a town's enemy, it needs a legend event for it.
+
| <div id="Req301">Req301</div>
 +
| TRAP AVOIDANCE
 +
| (Future)
 +
| Invaders shouldn't fall for traps if they've seen them used.
 +
|
 
|-
 
|-
| Req304, STRANGE FOOD OWNERSHIP, (Future): Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.
+
| <div id="Req302">Req302</div>
 +
| ADVENTURER PROFESSIONS
 +
| (Future)
 +
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.
 +
|
 
|-
 
|-
| Req305, CHEAP BARRELS, (Future): In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.
+
| <div id="Req303">Req303</div>
 +
| ENTITY ENEMY LEGEND
 +
| (Future)
 +
| If you become a town's enemy, it needs a legend event for it.
 +
|
 
|-
 
|-
| Req306, UNIT NAME ISSUE, (Future): Technical problem with unit name display.
+
| <div id="Req304">Req304</div>
 +
| STRANGE FOOD OWNERSHIP
 +
| (Future)
 +
| Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.
 +
|
 
|-
 
|-
| Req307, BLANK TANTRUM MESSAGE, Completed: "(blank) is destroyed by Aliz, craftsdwarf."
+
| <div id="Req305">Req305</div>
 +
| CHEAP BARRELS
 +
| (Future)
 +
| In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.
 +
|
 
|-
 
|-
| Req308, FARM FERTILIZER DISPLAY, Completed: Show fertilizer amount for farms where it has happened.
+
| <div id="Req306">Req306</div>
 +
| UNIT NAME ISSUE
 +
| (Future)
 +
| Technical problem with unit name display.
 +
|
 
|-
 
|-
| Req309, CHANNEL/AQUEDUCT INTERACTIONS, Completed: Water should go from channels to aqueducts or you should be able to place floodgates on channels.
+
| <div id="Req307">Req307</div>
 +
| BLANK TANTRUM MESSAGE
 +
| Completed
 +
| "(blank) is destroyed by Aliz, craftsdwarf."
 +
|
 
|-
 
|-
| Req310, ITEM NAME ISSUE, Completed: Technical problem with item name display.
+
| <div id="Req308">Req308</div>
 +
| FARM FERTILIZER DISPLAY
 +
| Completed
 +
| Show fertilizer amount for farms where it has happened.
 +
|
 
|-
 
|-
| Req311, MELEE TRAINING ISSUE, Completed: Melee training seems to be deadly again.
+
| <div id="Req309">Req309</div>
 +
| CHANNEL/AQUEDUCT INTERACTIONS
 +
| Completed
 +
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.
 +
|
 
|-
 
|-
| Req312, DOUBLE IMPROVEMENTS, (Future): Artifact was studded with gold and gold.
+
| <div id="Req310">Req310</div>
 +
| ITEM NAME ISSUE
 +
| Completed
 +
| Technical problem with item name display.
 +
|
 
|-
 
|-
| Req313, ROAD BUILDING, (Future): Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
+
| <div id="Req311">Req311</div>
 +
| MELEE TRAINING ISSUE
 +
| Completed
 +
| Melee training seems to be deadly again.
 +
|
 
|-
 
|-
| Req314, LEGEND DISPLAY PROBLEM, (Future): Long history names busted -- it should instead place it on two lines if possible.
+
| <div id="Req312">Req312</div>
 +
| DOUBLE IMPROVEMENTS
 +
| (Future)
 +
| Artifact was studded with gold and gold.
 +
|
 
|-
 
|-
| Req315, REPEAT ATTACK BUTTON, (Future): Repeat attack button, esp. for specific wrestling.
+
| <div id="Req313">Req313</div>
 +
| ROAD BUILDING
 +
| (Future)
 +
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
 +
|
 
|-
 
|-
| Req316, WAIT KEY, Completed: Wait key in adventure mode.
+
| <div id="Req314">Req314</div>
 +
| LEGEND DISPLAY PROBLEM
 +
| (Future)
 +
| Long history names busted -- it should instead place it on two lines if possible.
 +
|
 
|-
 
|-
| Req317, CORRECT AGING, (Future): Need creatures to age properly when reloaded, incl. retirees.
+
| <div id="Req315">Req315</div>
 +
| REPEAT ATTACK BUTTON
 +
| (Future)
 +
| Repeat attack button, esp. for specific wrestling.
 +
|
 
|-
 
|-
| Req318, ALCHEMY PILE, (Future): Alchemical pile filled with lye, vials and so on.
+
| <div id="Req316">Req316</div>
 +
| WAIT KEY
 +
| Completed
 +
| Wait key in adventure mode.
 +
|
 
|-
 
|-
| Req319, WAKE UP!, Completed: Adventure mode sleep needs to clear upon being attacked.
+
| <div id="Req317">Req317</div>
 +
| CORRECT AGING
 +
| (Future)
 +
| Need creatures to age properly when reloaded, incl. retirees.
 +
|
 
|-
 
|-
| Req320, NAMING ISSUE, (Future): There's an issue with some unit names
+
| <div id="Req318">Req318</div>
 +
| ALCHEMY PILE
 +
| (Future)
 +
| Alchemical pile filled with lye, vials and so on.
 +
|
 
|-
 
|-
| Req321, ARCHERY PRACTICE GROUNDING, Completed: While doing archery practice, people that were grounded don't stand up until it's over.
+
| <div id="Req319">Req319</div>
 +
| WAKE UP!
 +
| Completed
 +
| Adventure mode sleep needs to clear upon being attacked.
 +
|
 
|-
 
|-
| Req322, COIN BATCH ISSUE, Completed: Potential problems with coin batches for non-currencies. Need to check.
+
| <div id="Req320">Req320</div>
 +
| NAMING ISSUE
 +
| (Future)
 +
| There's an issue with some unit names
 +
|
 
|-
 
|-
| Req323, BREAK EXPLOIT, (Future): Can draft then undraft to end breaks.
+
| <div id="Req321">Req321</div>
 +
| ARCHERY PRACTICE GROUNDING
 +
| Completed
 +
| While doing archery practice, people that were grounded don't stand up until it's over.
 +
|
 
|-
 
|-
| Req324, PROACTIVE BEAST ATTACKERS, (Future): The large beasts could afford to be slightly more aggressive.
+
| <div id="Req322">Req322</div>
 +
| COIN BATCH ISSUE
 +
| Completed
 +
| Potential problems with coin batches for non-currencies. Need to check.
 +
|
 
|-
 
|-
| Req325, PUNGENT BUGS, (Future): Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
+
| <div id="Req323">Req323</div>
 +
| BREAK EXPLOIT
 +
| (Future)
 +
| Can draft then undraft to end breaks.
 +
|
 
|-
 
|-
| Req326, HARDER FISHING, (Future): Fishing is a little too easy, maybe.
+
| <div id="Req324">Req324</div>
 +
| PROACTIVE BEAST ATTACKERS
 +
| (Future)
 +
| The large beasts could afford to be slightly more aggressive.
 +
|
 
|-
 
|-
| Req327, CORPSE PROCESSING, (Future): Can process corpse to eat etc if you have a sharp object.
+
| <div id="Req325">Req325</div>
 +
| PUNGENT BUGS
 +
| (Future)
 +
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
 +
|
 
|-
 
|-
| Req328, NAMING ISSUE, (Future): Issue with some unit names.
+
| <div id="Req326">Req326</div>
 +
| HARDER FISHING
 +
| (Future)
 +
| Fishing is a little too easy, maybe.
 +
|
 
|-
 
|-
| Req329, STRANGE POPULATION ISSUES, Completed: Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
+
| <div id="Req327">Req327</div>
 +
| CORPSE PROCESSING
 +
| (Future)
 +
| Can process corpse to eat etc if you have a sharp object.
 +
|
 
|-
 
|-
| Req330, CHARGE CHANGE, (Future): Knock-backs without people falling on the ground should be more common in charging.
+
| <div id="Req328">Req328</div>
 +
| NAMING ISSUE
 +
| (Future)
 +
| Issue with some unit names.
 +
|
 
|-
 
|-
| Req331, ATTACK OPPORTUNITY NUMBERS, (Future): It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.
+
| <div id="Req329">Req329</div>
 +
| STRANGE POPULATION ISSUES
 +
| Completed
 +
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
 +
|
 
|-
 
|-
| Req332, SHORT JOB NAMES, (Future): In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.
+
| <div id="Req330">Req330</div>
 +
| CHARGE CHANGE
 +
| (Future)
 +
| Knock-backs without people falling on the ground should be more common in charging.
 +
|
 
|-
 
|-
| Req333, RESPECT CONTAINER CAPACITY ON PICKUP, (Future): Container capacity needs to be respected on pickup as it is with the put command.
+
| <div id="Req331">Req331</div>
 +
| ATTACK OPPORTUNITY NUMBERS
 +
| (Future)
 +
| It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.
 +
|
 
|-
 
|-
| Req334, CRASHING ISSUE I, Completed: There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.
+
| <div id="Req332">Req332</div>
 +
| SHORT JOB NAMES
 +
| (Future)
 +
| In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.
 +
|
 
|-
 
|-
| Req335, INFESTATION FREQUENCIES, Completed: The creatures selected to infest caves don't respect their population frequencies.
+
| <div id="Req333">Req333</div>
 +
| RESPECT CONTAINER CAPACITY ON PICKUP
 +
| (Future)
 +
| Container capacity needs to be respected on pickup as it is with the put command.
 +
|
 
|-
 
|-
| Req336, GOOD/EVIL/SAVAGERY VERMIN CHECKS, (Future): A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.
+
| <div id="Req334">Req334</div>
 +
| CRASHING ISSUE I
 +
| Completed
 +
| There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.
 +
|
 
|-
 
|-
| Req337, IN-GAME SNAPSHOTS, Completed: Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
+
| <div id="Req335">Req335</div>
 +
| INFESTATION FREQUENCIES
 +
| Completed
 +
| The creatures selected to infest caves don't respect their population frequencies.
 +
|
 
|-
 
|-
| Req338, MEMMAP ISSUES, (Future): There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.
+
| <div id="Req336">Req336</div>
 +
| GOOD/EVIL/SAVAGERY VERMIN CHECKS
 +
| (Future)
 +
| A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.
 +
|
 
|-
 
|-
| Req339, MYSTERY WEB, Completed: A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.
+
| <div id="Req337">Req337</div>
 +
| IN-GAME SNAPSHOTS
 +
| Completed
 +
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
 +
|
 
|-
 
|-
| Req340, FIRE FLOW SLAYER CREDIT, (Future): Creatures don't get credit for killing creatures directly with flows.
+
| <div id="Req338">Req338</div>
 +
| MEMMAP ISSUES
 +
| (Future)
 +
| There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.
 +
|
 
|-
 
|-
| Req341, RIVER LOOPS, Completed: The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
+
| <div id="Req339">Req339</div>
 +
| MYSTERY WEB
 +
| Completed
 +
| A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.
 +
|
 
|-
 
|-
| Req342, FROZEN WATER DISAGREEMENT, Completed: The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
+
| <div id="Req340">Req340</div>
 +
| FIRE FLOW SLAYER CREDIT
 +
| (Future)
 +
| Creatures don't get credit for killing creatures directly with flows.
 +
|
 
|-
 
|-
| Req343, CORNER DOOR DETAILING, Completed: A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.
+
| <div id="Req341">Req341</div>
 +
| RIVER LOOPS
 +
| Completed
 +
| The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
 +
|
 
|-
 
|-
| Req344, TOWN ANIMALS UNDER THREAT, (Future): Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
+
| <div id="Req342">Req342</div>
 +
| FROZEN WATER DISAGREEMENT
 +
| Completed
 +
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
 +
|
 
|-
 
|-
| Req345, REST/SLEEP CONFLICT, Completed: When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
+
| <div id="Req343">Req343</div>
 +
| CORNER DOOR DETAILING
 +
| Completed
 +
| A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.
 +
|
 
|-
 
|-
| Req346, PROJECTILES FALLING THROUGH FLOORS, Completed: Corpse pieces have occasionally been observed falling through the floor.
+
| <div id="Req344">Req344</div>
 +
| TOWN ANIMALS UNDER THREAT
 +
| (Future)
 +
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
 +
|
 
|-
 
|-
| Req347, ERRONEOUS FOOD OWNERSHIP, (Future): If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.
+
| <div id="Req345">Req345</div>
 +
| REST/SLEEP CONFLICT
 +
| Completed
 +
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
 +
|
 
|-
 
|-
| Req348, SURROUNDING CHAT BIOME VERIFICATION, (Future): When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.
+
| <div id="Req346">Req346</div>
 +
| PROJECTILES FALLING THROUGH FLOORS
 +
| Completed
 +
| Corpse pieces have occasionally been observed falling through the floor.
 +
|
 
|-
 
|-
| Req349, PATH FIND ALTERATIONS, (Future): Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.
+
| <div id="Req347">Req347</div>
 +
| ERRONEOUS FOOD OWNERSHIP
 +
| (Future)
 +
| If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.
 +
|
 
|-
 
|-
| Req350, CRASH ISSUE ON BODY PART VIEW, Completed: During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
+
| <div id="Req348">Req348</div>
|}
+
| SURROUNDING CHAT BIOME VERIFICATION
==Reqs 351 - 400==
+
| (Future)
{| class="wikitable"
+
| When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
|  
 
|-
 
|-
 
+
| <div id="Req349">Req349</div>
| style="width:100%;" |Req351, PET INFO CRASH, Completed: There was a crash related to null pet and owner pointers inside some pet info.
+
| PATH FIND ALTERATIONS
 +
| (Future)
 +
| Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.
 +
|
 
|-
 
|-
| Req352, TEMPERATURE FLOW SLAYERS, (Future): Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
+
| <div id="Req350">Req350</div>
 +
| CRASH ISSUE ON BODY PART VIEW
 +
| Completed
 +
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
 +
|
 
|-
 
|-
| Req353, PROJECTILES AND FLOWS, (Future): Some projectiles survive environmental effects unaffected.
+
| <div id="Req351">Req351</div>
 +
| PET INFO CRASH
 +
| Completed
 +
| There was a crash related to null pet and owner pointers inside some pet info.
 +
|
 
|-
 
|-
| Req354, DIAGONAL FLOW PATHS, (Future): Diagonal-tending dragonfire has a tendency to wrap backward.
+
| <div id="Req352">Req352</div>
 +
| TEMPERATURE FLOW SLAYERS
 +
| (Future)
 +
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
 +
|
 
|-
 
|-
| Req355, LIQUID CREATURE SUPPORT, (Future): Some creatures like magma men need better support for extreme temperature effects to work properly for them.
+
| <div id="Req353">Req353</div>
 +
| PROJECTILES AND FLOWS
 +
| (Future)
 +
| Some projectiles survive environmental effects unaffected.
 +
|
 
|-
 
|-
| Req356, GRASS-TREE BURN SPEEDS, (Future): Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
+
| <div id="Req354">Req354</div>
 +
| DIAGONAL FLOW PATHS
 +
| (Future)
 +
| Diagonal-tending dragonfire has a tendency to wrap backward.
 +
|
 
|-
 
|-
| Req357, FIRE AND TEMPERATURE, (Future): In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
+
| <div id="Req355">Req355</div>
 +
| LIQUID CREATURE SUPPORT
 +
| (Future)
 +
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.
 +
|
 
|-
 
|-
| Req358, CONTAMINANT MATERIALS, (Future): Contaminant materials need to be tracked more carefully.
+
| <div id="Req356">Req356</div>
 +
| GRASS-TREE BURN SPEEDS
 +
| (Future)
 +
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
 +
|
 
|-
 
|-
| Req359, CONTAMINANT TEMPERATURE EFFECTS, (Future): Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
+
| <div id="Req357">Req357</div>
 +
| FIRE AND TEMPERATURE
 +
| (Future)
 +
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
 +
|
 
|-
 
|-
| Req360, TEMPERATURE AND ROTTING, (Future): The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
+
| <div id="Req358">Req358</div>
 +
| CONTAMINANT MATERIALS
 +
| (Future)
 +
| Contaminant materials need to be tracked more carefully.
 +
|
 
|-
 
|-
| Req361, CORE TEMPERATURE VS EXTREMITIES, (Future): Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
+
| <div id="Req359">Req359</div>
 +
| CONTAMINANT TEMPERATURE EFFECTS
 +
| (Future)
 +
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
 +
|
 
|-
 
|-
| Req362, CREATURE SUBTYPES AND TEMPERATURE, (Future): The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
+
| <div id="Req360">Req360</div>
 +
| TEMPERATURE AND ROTTING
 +
| (Future)
 +
| The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
 +
|
 
|-
 
|-
| Req363, VERMIN AND TEMPERATURE, (Future): Vermin are currently unaffected by temperature and flows.
+
| <div id="Req361">Req361</div>
 +
| CORE TEMPERATURE VS EXTREMITIES
 +
| (Future)
 +
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
 +
|
 
|-
 
|-
| Req364, VENOM... BARRELS?, (Future): Traders bring venom in barrels instead of vials. This might be excessive.
+
| <div id="Req362">Req362</div>
 +
| CREATURE SUBTYPES AND TEMPERATURE
 +
| (Future)
 +
| The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
 +
|
 
|-
 
|-
| Req365, AGGRESSIVE SAPLING GROWTH, (Future): Saplings seem to show up all over the place, including under lava or water. Might be handled.
+
| <div id="Req363">Req363</div>
 +
| VERMIN AND TEMPERATURE
 +
| (Future)
 +
| Vermin are currently unaffected by temperature and flows.
 +
|
 
|-
 
|-
| Req366, DISTANT OFFICERS, (Future): It will often select the worst possible officer for a case. It should consider distance issues, for example.
+
| <div id="Req364">Req364</div>
 +
| VENOM... BARRELS?
 +
| (Future)
 +
| Traders bring venom in barrels instead of vials. This might be excessive.
 +
|
 
|-
 
|-
| Req367, LOST FOOD, (Future): The eat job sometimes loses control over the munchy's location.
+
| <div id="Req365">Req365</div>
 +
| AGGRESSIVE SAPLING GROWTH
 +
| (Future)
 +
| Saplings seem to show up all over the place, including under lava or water. Might be handled.
 +
|
 
|-
 
|-
| Req368, THE WELL BUCKET AND MAGMA, (Future): The well bucket is not affected by local temperatures as it should be when it descends.
+
| <div id="Req366">Req366</div>
 +
| DISTANT OFFICERS
 +
| (Future)
 +
| It will often select the worst possible officer for a case. It should consider distance issues, for example.
 +
|
 
|-
 
|-
| Req369, MISSING UNIFORM, (Future): When resetting clothing for temperature conditions, it can destroy guard uniforms.
+
| <div id="Req367">Req367</div>
 +
| LOST FOOD
 +
| (Future)
 +
| The eat job sometimes loses control over the munchy's location.
 +
|
 
|-
 
|-
| Req370, EATING IN STRANGE ROOMS, (Future): The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
+
| <div id="Req368">Req368</div>
 +
| THE WELL BUCKET AND MAGMA
 +
| (Future)
 +
| The well bucket is not affected by local temperatures as it should be when it descends.
 +
|
 
|-
 
|-
| Req371, AXE USE DEACTIVATED, (Future): Deactivating squads can do strange things to axe use preference.
+
| <div id="Req369">Req369</div>
 +
| MISSING UNIFORM
 +
| (Future)
 +
| When resetting clothing for temperature conditions, it can destroy guard uniforms.
 +
|
 
|-
 
|-
| Req372, TANTRUM EXHAUSTION, (Future): Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
+
| <div id="Req370">Req370</div>
 +
| EATING IN STRANGE ROOMS
 +
| (Future)
 +
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
 +
|
 
|-
 
|-
| Req373, RAMP WALLS, Completed: There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
+
| <div id="Req371">Req371</div>
 +
| AXE USE DEACTIVATED
 +
| (Future)
 +
| Deactivating squads can do strange things to axe use preference.
 +
|
 
|-
 
|-
| Req374, PET CAP, (Future): Evaluate alternatives to the 50 per type animal cap.
+
| <div id="Req372">Req372</div>
 +
| TANTRUM EXHAUSTION
 +
| (Future)
 +
| Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
 +
|
 
|-
 
|-
| Req375, OTHER CAVES, (Future): Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
+
| <div id="Req373">Req373</div>
 +
| RAMP WALLS
 +
| Completed
 +
| There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
 +
|
 
|-
 
|-
| Req376, ADV MODE LIGHTING PROBLEMS, (Future): There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
+
| <div id="Req374">Req374</div>
 +
| PET CAP
 +
| (Future)
 +
| Evaluate alternatives to the 50 per type animal cap.
 +
|
 
|-
 
|-
| Req377, AMAZING VERMIN ENTRY, (Future): Eater vermin from map features can get into things that are impossible to get into.
+
| <div id="Req375">Req375</div>
 +
| OTHER CAVES
 +
| (Future)
 +
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
 +
|
 
|-
 
|-
| Req378, LACK OF FLUID MIXING IN CONTAINERS, (Future): It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
+
| <div id="Req376">Req376</div>
 +
| ADV MODE LIGHTING PROBLEMS
 +
| (Future)
 +
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
 +
|
 
|-
 
|-
| Req379, TRAILS AND ROADS, (Future): There should be trails and roads all over the place in civilized areas.
+
| <div id="Req377">Req377</div>
 +
| AMAZING VERMIN ENTRY
 +
| (Future)
 +
| Eater vermin from map features can get into things that are impossible to get into.
 +
|
 
|-
 
|-
| Req380, AREA DIFFICULTIES, (Future): There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
+
| <div id="Req378">Req378</div>
 +
| LACK OF FLUID MIXING IN CONTAINERS
 +
| (Future)
 +
| It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
 +
|
 
|-
 
|-
| Req381, MOOD WORKSHOP, (Future): There should be additional indicators of which workshop has been taken over by a mood dwarf.
+
| <div id="Req379">Req379</div>
 +
| TRAILS AND ROADS
 +
| (Future)
 +
| There should be trails and roads all over the place in civilized areas.
 +
|
 
|-
 
|-
| Req382, OFFER CONFIRMATION, (Future): A confirmation might be helpful for making offerings in the depot.
+
| <div id="Req380">Req380</div>
 +
| AREA DIFFICULTIES
 +
| (Future)
 +
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
 +
|
 
|-
 
|-
| Req383, RAW FISH NAME, (Future): Raw fish might need to be renamed for clarity
+
| <div id="Req381">Req381</div>
 +
| MOOD WORKSHOP
 +
| (Future)
 +
| There should be additional indicators of which workshop has been taken over by a mood dwarf.
 +
|
 
|-
 
|-
| Req384, BUILDING JOB CHECKS, (Future): Need to look into how often buildings do job checks and when they reset their counters.
+
| <div id="Req382">Req382</div>
 +
| OFFER CONFIRMATION
 +
| (Future)
 +
| A confirmation might be helpful for making offerings in the depot.
 +
|
 
|-
 
|-
| Req385, HAUL JOB OVERRIDES, (Future): Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
+
| <div id="Req383">Req383</div>
 +
| RAW FISH NAME
 +
| (Future)
 +
| Raw fish might need to be renamed for clarity
 +
|
 
|-
 
|-
| Req386, PERSISTENT CURSOR POSITION, (Future): There are some mode changes in dwarf mode where the cursor position should persist.
+
| <div id="Req384">Req384</div>
 +
| BUILDING JOB CHECKS
 +
| (Future)
 +
| Need to look into how often buildings do job checks and when they reset their counters.
 +
|
 
|-
 
|-
| Req387, TOTAL PROFESSION NUMBERS, (Future): There should be a way to view the total numbers enabled for each labor list item.
+
| <div id="Req385">Req385</div>
 +
| HAUL JOB OVERRIDES
 +
| (Future)
 +
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
 +
|
 
|-
 
|-
| Req388, ROOM QUALITY DISPLAY, (Future): There should be an easier way to view the quality of a room.
+
| <div id="Req386">Req386</div>
 +
| PERSISTENT CURSOR POSITION
 +
| (Future)
 +
| There are some mode changes in dwarf mode where the cursor position should persist.
 +
|
 
|-
 
|-
| Req389, PERSONAL ROOM TRAFFIC, (Future): Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
+
| <div id="Req387">Req387</div>
 +
| TOTAL PROFESSION NUMBERS
 +
| (Future)
 +
| There should be a way to view the total numbers enabled for each labor list item.
 +
|
 
|-
 
|-
| Req390, JOB INFORMATION, (Future): You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
+
| <div id="Req388">Req388</div>
 +
| ROOM QUALITY DISPLAY
 +
| (Future)
 +
| There should be an easier way to view the quality of a room.
 +
|
 
|-
 
|-
| Req391, WOUNDED BABY CARE, (Future): Mothers don't care if their babies are wounded, even if they are being carried at the time.
+
| <div id="Req389">Req389</div>
 +
| PERSONAL ROOM TRAFFIC
 +
| (Future)
 +
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
 +
|
 
|-
 
|-
| Req392, HAULING ORDERS, (Future): More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
+
| <div id="Req390">Req390</div>
 +
| JOB INFORMATION
 +
| (Future)
 +
| You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
 +
|
 
|-
 
|-
| Req393, MINING SKILL SETTINGS, (Future): There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
+
| <div id="Req391">Req391</div>
 +
| WOUNDED BABY CARE
 +
| (Future)
 +
| Mothers don't care if their babies are wounded, even if they are being carried at the time.
 +
|
 
|-
 
|-
| Req394, VARIOUS COMPENSATION METHODS, (Future): Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
+
| <div id="Req392">Req392</div>
 +
| HAULING ORDERS
 +
| (Future)
 +
| More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
 +
|
 
|-
 
|-
| Req395, HOLDING ARTIFACTS, (Future): There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
+
| <div id="Req393">Req393</div>
 +
| MINING SKILL SETTINGS
 +
| (Future)
 +
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
 +
|
 
|-
 
|-
| Req396, OBSTACLE HANDLING FOR BUILDERS AND MINERS, (Future): When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
+
| <div id="Req394">Req394</div>
 +
| VARIOUS COMPENSATION METHODS
 +
| (Future)
 +
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
 +
|
 
|-
 
|-
| Req397, ERRONEOUS CAGED UNIT DEATHS, (Future): A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
+
| <div id="Req395">Req395</div>
 +
| HOLDING ARTIFACTS
 +
| (Future)
 +
| There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
 +
|
 
|-
 
|-
| Req398, PLATE/CHAIN LAYERING VS. ARMOR LEVEL, (Future): Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
+
| <div id="Req396">Req396</div>
 +
| OBSTACLE HANDLING FOR BUILDERS AND MINERS
 +
| (Future)
 +
| When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
 +
|
 
|-
 
|-
| Req399, DIRT ROADS ON ICE, (Future): When roads are built over ice, trampled dirt can be created spontaneously.
+
| <div id="Req397">Req397</div>
 +
| ERRONEOUS CAGED UNIT DEATHS
 +
| (Future)
 +
| A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
 +
|
 
|-
 
|-
| Req400, DYED CLOTH STOCKPILE SEPARATION, (Future): The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
+
| <div id="Req398">Req398</div>
|}
+
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL
==Reqs 401 - 450==
+
| (Future)
{| class="wikitable"
+
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
|  
 
|-
 
|-
 
+
| <div id="Req399">Req399</div>
| style="width:100%;" |Req401, PREMATURE TRADE SCREEN EXITS, (Future): It's easy to skip out of the trade agreement screens without knowing what happened.
+
| DIRT ROADS ON ICE
 +
| (Future)
 +
| When roads are built over ice, trampled dirt can be created spontaneously.
 +
|
 
|-
 
|-
| Req402, SAVE TO MAIN MENU TRANSITION, (Future): Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
+
| <div id="Req400">Req400</div>
 +
| DYED CLOTH STOCKPILE SEPARATION
 +
| (Future)
 +
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
 +
|
 
|-
 
|-
| Req403, DAMBLOCK OPTS, (Future): There are some optimizations that can be made to the damage blocking calculations.
+
| <div id="Req401">Req401</div>
 +
| PREMATURE TRADE SCREEN EXITS
 +
| (Future)
 +
| It's easy to skip out of the trade agreement screens without knowing what happened.
 +
|
 
|-
 
|-
| Req404, STILL BARRELS, (Future): If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
+
| <div id="Req402">Req402</div>
 +
| SAVE TO MAIN MENU TRANSITION
 +
| (Future)
 +
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
 +
|
 
|-
 
|-
| Req405, VERMIN TRACKING, (Future): There are some problems with the accounting of vermin populations.
+
| <div id="Req403">Req403</div>
 +
| DAMBLOCK OPTS
 +
| (Future)
 +
| There are some optimizations that can be made to the damage blocking calculations.
 +
|
 
|-
 
|-
| Req406, PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU, (Future): Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
+
| <div id="Req404">Req404</div>
 +
| STILL BARRELS
 +
| (Future)
 +
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
 +
|
 
|-
 
|-
| Req407, RECLAIM STACKS, (Future): On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
+
| <div id="Req405">Req405</div>
 +
| VERMIN TRACKING
 +
| (Future)
 +
| There are some problems with the accounting of vermin populations.
 +
|
 
|-
 
|-
| Req408, DOMESTICATION AND ENTITY DEFS, (Future): The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
+
| <div id="Req406">Req406</div>
 +
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU
 +
| (Future)
 +
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
 +
|
 
|-
 
|-
| Req409, BAG RESERVES, (Future): The ability to reserve bags for uses other than seed storage would be useful.
+
| <div id="Req407">Req407</div>
 +
| RECLAIM STACKS
 +
| (Future)
 +
| On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
 +
|
 
|-
 
|-
| Req410, KITCHEN ISSUES, (Future): It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
+
| <div id="Req408">Req408</div>
 +
| DOMESTICATION AND ENTITY DEFS
 +
| (Future)
 +
| The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
 +
|
 
|-
 
|-
| Req411, ZOOMING AROUND, (Future): It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
+
| <div id="Req409">Req409</div>
 +
| BAG RESERVES
 +
| (Future)
 +
| The ability to reserve bags for uses other than seed storage would be useful.
 +
|
 
|-
 
|-
| Req412, DROWSINESS VS. KNOCKOUTS, (Future): Dwarves can having drowsiness problems if they are KO'd for long periods of time.
+
| <div id="Req410">Req410</div>
 +
| KITCHEN ISSUES
 +
| (Future)
 +
| It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
 +
|
 
|-
 
|-
| Req413, PAIRED ITEMS ON ARMOR STANDS, (Future): Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
+
| <div id="Req411">Req411</div>
 +
| ZOOMING AROUND
 +
| (Future)
 +
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
 +
|
 
|-
 
|-
| Req414, EQUIPMENT STORAGE, (Future): Need to salvage some armor stand/weapon rack storage code for use by soldiers.
+
| <div id="Req412">Req412</div>
 +
| DROWSINESS VS. KNOCKOUTS
 +
| (Future)
 +
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.
 +
|
 
|-
 
|-
| Req415, SCHEDULING ISSUES, (Future): There are some minor adventure mode town schedule issues that need addressing.
+
| <div id="Req413">Req413</div>
 +
| PAIRED ITEMS ON ARMOR STANDS
 +
| (Future)
 +
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
 +
|
 
|-
 
|-
| Req416, PAIRED IMPROVEMENTS, (Future): For the most part, improvements on pregenerated paired items should be made identical.
+
| <div id="Req414">Req414</div>
 +
| EQUIPMENT STORAGE
 +
| (Future)
 +
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.
 +
|
 
|-
 
|-
| Req417, "WATER"SKINS?, (Future): Military dwarves should be apt to carry booze instead of water.
+
| <div id="Req415">Req415</div>
 +
| SCHEDULING ISSUES
 +
| (Future)
 +
| There are some minor adventure mode town schedule issues that need addressing.
 +
|
 
|-
 
|-
| Req418, WEIGHT AND VALUE PROBLEMS, (Future): There are a lot of inconsistencies with weight and value numbers in the raws.
+
| <div id="Req416">Req416</div>
 +
| PAIRED IMPROVEMENTS
 +
| (Future)
 +
| For the most part, improvements on pregenerated paired items should be made identical.
 +
|
 
|-
 
|-
| Req419, PRICE SETTER STORAGE, (Future): Technical issue with price setter storage.
+
| <div id="Req417">Req417</div>
 +
| "WATER"SKINS?
 +
| (Future)
 +
| Military dwarves should be apt to carry booze instead of water.
 +
|
 
|-
 
|-
| Req420, DRINK JOB CONNECTION CHECKS, (Future): Some drink jobs don't check connectivity correctly.
+
| <div id="Req418">Req418</div>
 +
| WEIGHT AND VALUE PROBLEMS
 +
| (Future)
 +
| There are a lot of inconsistencies with weight and value numbers in the raws.
 +
|
 
|-
 
|-
| Req421, BUILDING NAMES, (Future): Custom names for buildings. For stockpiles they can be inherited by containers.
+
| <div id="Req419">Req419</div>
 +
| PRICE SETTER STORAGE
 +
| (Future)
 +
| Technical issue with price setter storage.
 +
|
 
|-
 
|-
| Req422, ROCKY ROAD, (Future): Road building can be annoying on rocky maps.
+
| <div id="Req420">Req420</div>
 +
| DRINK JOB CONNECTION CHECKS
 +
| (Future)
 +
| Some drink jobs don't check connectivity correctly.
 +
|
 
|-
 
|-
| Req423, WEALTH OVERCOUNTS, (Future): Held/worn items are counted too much toward fortress wealth.
+
| <div id="Req421">Req421</div>
 +
| BUILDING NAMES
 +
| (Future)
 +
| Custom names for buildings. For stockpiles they can be inherited by containers.
 +
|
 
|-
 
|-
| Req424, PLANTING CANCELLATIONS, (Future): Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
+
| <div id="Req422">Req422</div>
 +
| ROCKY ROAD
 +
| (Future)
 +
| Road building can be annoying on rocky maps.
 +
|
 
|-
 
|-
| Req425, DWARVEN WAGONS, Completed: Dwarves have wagons, so they should use them to trade.
+
| <div id="Req423">Req423</div>
 +
| WEALTH OVERCOUNTS
 +
| (Future)
 +
| Held/worn items are counted too much toward fortress wealth.
 +
|
 
|-
 
|-
| Req426, WATERFALL EDGES, (Future): Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
+
| <div id="Req424">Req424</div>
 +
| PLANTING CANCELLATIONS
 +
| (Future)
 +
| Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
 +
|
 
|-
 
|-
| Req427, ELITE SOLDIER SETTINGS, (Future): You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
+
| <div id="Req425">Req425</div>
 +
| DWARVEN WAGONS
 +
| Completed
 +
| Dwarves have wagons, so they should use them to trade.
 +
|
 
|-
 
|-
| Req428, TASK PRIORITIES, (Future): It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
+
| <div id="Req426">Req426</div>
 +
| WATERFALL EDGES
 +
| (Future)
 +
| Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
 +
|
 
|-
 
|-
| Req429, FARM SETTINGS LOST, (Future): It can destroy preset crop selections for future seasons when there's a problem with the current season.
+
| <div id="Req427">Req427</div>
 +
| ELITE SOLDIER SETTINGS
 +
| (Future)
 +
| You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
 +
|
 
|-
 
|-
| Req430, JOB POSSIBILITIES DISPLAYED, (Future): When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
+
| <div id="Req428">Req428</div>
 +
| TASK PRIORITIES
 +
| (Future)
 +
| It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
 +
|
 
|-
 
|-
| Req431, EQUIPMENT CLEANING, (Future): You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
+
| <div id="Req429">Req429</div>
 +
| FARM SETTINGS LOST
 +
| (Future)
 +
| It can destroy preset crop selections for future seasons when there's a problem with the current season.
 +
|
 
|-
 
|-
| Req432, SETUP SCREEN CHANGES, (Future): Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
+
| <div id="Req430">Req430</div>
 +
| JOB POSSIBILITIES DISPLAYED
 +
| (Future)
 +
| When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
 +
|
 
|-
 
|-
| Req433, FLOATING, (Future): Objects with proper densities should float in liquids. This should also apply to swimming creatures.
+
| <div id="Req431">Req431</div>
 +
| EQUIPMENT CLEANING
 +
| (Future)
 +
| You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
 +
|
 
|-
 
|-
| Req434, MESSAGE CONTROL, (Future): All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
+
| <div id="Req432">Req432</div>
 +
| SETUP SCREEN CHANGES
 +
| (Future)
 +
| Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
 +
|
 
|-
 
|-
| Req435, SETTINGS FOR BASIC JOBS, (Future): There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
+
| <div id="Req433">Req433</div>
 +
| FLOATING
 +
| (Future)
 +
| Objects with proper densities should float in liquids. This should also apply to swimming creatures.
 +
|
 
|-
 
|-
| Req436, EQUIPMENT DISPOSAL, (Future): There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
+
| <div id="Req434">Req434</div>
 +
| MESSAGE CONTROL
 +
| (Future)
 +
| All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
 +
|
 
|-
 
|-
| Req437, ASHERY SKILLS, (Future): Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
+
| <div id="Req435">Req435</div>
 +
| SETTINGS FOR BASIC JOBS
 +
| (Future)
 +
| There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
 +
|
 
|-
 
|-
| Req438, REFERENCE UPDATE, (Future): Some internal references should be stored differently.
+
| <div id="Req436">Req436</div>
 +
| EQUIPMENT DISPOSAL
 +
| (Future)
 +
| There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
 +
|
 
|-
 
|-
| Req439, FISHERY AUTOMATION, (Future): The fishery (and other workshops) should have automation features.
+
| <div id="Req437">Req437</div>
 +
| ASHERY SKILLS
 +
| (Future)
 +
| Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
 +
|
 
|-
 
|-
| Req440, TRAVELER OUTFITS, (Future): Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
+
| <div id="Req438">Req438</div>
 +
| REFERENCE UPDATE
 +
| (Future)
 +
| Some internal references should be stored differently.
 +
|
 
|-
 
|-
| Req441, CHILDREN AND GROWTH, (Future): Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
+
| <div id="Req439">Req439</div>
 +
| FISHERY AUTOMATION
 +
| (Future)
 +
| The fishery (and other workshops) should have automation features.
 +
|
 
|-
 
|-
| Req442, SHOPKEEPERS AND THEIR INVENTORY, (Future): Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
+
| <div id="Req440">Req440</div>
 +
| TRAVELER OUTFITS
 +
| (Future)
 +
| Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
 +
|
 
|-
 
|-
| Req443, UNIT-JOB SCREEN IMPROVEMENTS, (Future): The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
+
| <div id="Req441">Req441</div>
 +
| CHILDREN AND GROWTH
 +
| (Future)
 +
| Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
 +
|
 
|-
 
|-
| Req444, FLEEING SOLDIER AI, (Future): Fleeing soldiers don't cope well with not being able to reach their exit location.
+
| <div id="Req442">Req442</div>
 +
| SHOPKEEPERS AND THEIR INVENTORY
 +
| (Future)
 +
| Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
 +
|
 
|-
 
|-
| Req445, INJURED HUNTERS, (Future): Injured hunters should not attempt to hunt in general.
+
| <div id="Req443">Req443</div>
 +
| UNIT-JOB SCREEN IMPROVEMENTS
 +
| (Future)
 +
| The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
 +
|
 
|-
 
|-
| Req446, COOKING SELECTION ISSUE, (Future): Cooking had an issue where it selected a barrel and the object inside of it.
+
| <div id="Req444">Req444</div>
 +
| FLEEING SOLDIER AI
 +
| (Future)
 +
| Fleeing soldiers don't cope well with not being able to reach their exit location.
 +
|
 
|-
 
|-
| Req447, PRESERVING VALUABLE STONES, Completed: There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
+
| <div id="Req445">Req445</div>
 +
| INJURED HUNTERS
 +
| (Future)
 +
| Injured hunters should not attempt to hunt in general.
 +
|
 
|-
 
|-
| Req448, INTERRUPTED JOB DURATIONS, (Future): Issue with job durations versus interruptions.
+
| <div id="Req446">Req446</div>
 +
| COOKING SELECTION ISSUE
 +
| (Future)
 +
| Cooking had an issue where it selected a barrel and the object inside of it.
 +
|
 
|-
 
|-
| Req449, BARRACKS ASSIGNMENTS, (Future): Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
+
| <div id="Req447">Req447</div>
 +
| PRESERVING VALUABLE STONES
 +
| Completed
 +
| There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
 +
|
 
|-
 
|-
| Req450, USEFUL BREAKS, (Future): Dwarves should actively pursue non-work related activities while they are taking breaks.
+
| <div id="Req448">Req448</div>
|}
+
| INTERRUPTED JOB DURATIONS
==Reqs 451 - 500==
+
| (Future)
{| class="wikitable"
+
| Issue with job durations versus interruptions.
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
|  
 
|-
 
|-
 
+
| <div id="Req449">Req449</div>
| style="width:100%;" |Req451, LIAISON AND WORKERS, (Future): You should be able to request specific workers and worker types from your outpost liaison.
+
| BARRACKS ASSIGNMENTS
 +
| (Future)
 +
| Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
 +
|
 
|-
 
|-
| Req452, IMPROVE LOCAL MATERIAL TABULATION, (Future): The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
+
| <div id="Req450">Req450</div>
 +
| USEFUL BREAKS
 +
| (Future)
 +
| Dwarves should actively pursue non-work related activities while they are taking breaks.
 +
|
 
|-
 
|-
| Req453, COFFIN OBJECT ISSUES, (Future): Issues with the items in coffins versus building destruction and rotting.
+
| <div id="Req451">Req451</div>
 +
| LIAISON AND WORKERS
 +
| (Future)
 +
| You should be able to request specific workers and worker types from your outpost liaison.
 +
|
 
|-
 
|-
| Req454, FOOD SELECTION, (Future): There are some issues with food choice relative to value and distance.
+
| <div id="Req452">Req452</div>
 +
| IMPROVE LOCAL MATERIAL TABULATION
 +
| (Future)
 +
| The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
 +
|
 
|-
 
|-
| Req455, RAMPS ON BOUNDARIES, (Future): Some ramps were omitted on block splits.
+
| <div id="Req453">Req453</div>
 +
| COFFIN OBJECT ISSUES
 +
| (Future)
 +
| Issues with the items in coffins versus building destruction and rotting.
 +
|
 
|-
 
|-
| Req456, KIDNAP INFO HANDLING, (Future): Kidnapped dwarves need to have more game info removed.
+
| <div id="Req454">Req454</div>
 +
| FOOD SELECTION
 +
| (Future)
 +
| There are some issues with food choice relative to value and distance.
 +
|
 
|-
 
|-
| Req457, STEAM EFFECTS, (Future): There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
+
| <div id="Req455">Req455</div>
 +
| RAMPS ON BOUNDARIES
 +
| (Future)
 +
| Some ramps were omitted on block splits.
 +
|
 
|-
 
|-
| Req458, ZOMBIE BODIES, (Future): Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
+
| <div id="Req456">Req456</div>
 +
| KIDNAP INFO HANDLING
 +
| (Future)
 +
| Kidnapped dwarves need to have more game info removed.
 +
|
 
|-
 
|-
| Req459, CAVE-IN COLUMN WEIGHTS, (Future): Cave-in columns need more careful weight calculations.
+
| <div id="Req457">Req457</div>
 +
| STEAM EFFECTS
 +
| (Future)
 +
| There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
 +
|
 
|-
 
|-
| Req460, INITIAL RIVER DISPLAY, (Future): It needs to initialize river flow directions before the rivers are initially displayed.
+
| <div id="Req458">Req458</div>
 +
| ZOMBIE BODIES
 +
| (Future)
 +
| Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
 +
|
 
|-
 
|-
| Req461, FLOWS AND DIRECTIONAL CALCULATIONS, (Future): Certain flow calculations still only run in 4 directions.
+
| <div id="Req459">Req459</div>
 +
| CAVE-IN COLUMN WEIGHTS
 +
| (Future)
 +
| Cave-in columns need more careful weight calculations.
 +
|
 
|-
 
|-
| Req462, CONTAMINANT TEMPERATURE AND MOISTURE, (Future): Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
+
| <div id="Req460">Req460</div>
 +
| INITIAL RIVER DISPLAY
 +
| (Future)
 +
| It needs to initialize river flow directions before the rivers are initially displayed.
 +
|
 
|-
 
|-
| Req463, FORBIDDEN WARES, (Future): The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
+
| <div id="Req461">Req461</div>
 +
| FLOWS AND DIRECTIONAL CALCULATIONS
 +
| (Future)
 +
| Certain flow calculations still only run in 4 directions.
 +
|
 
|-
 
|-
| Req464, EXCESSIVE BAIT, (Future): Dwarves should not use entire stacks of meat or fish to bait traps.
+
| <div id="Req462">Req462</div>
 +
| CONTAMINANT TEMPERATURE AND MOISTURE
 +
| (Future)
 +
| Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
 +
|
 
|-
 
|-
| Req465, METAL BLOCK/BAR WEIGHTS, (Future): Need to watch out for the weight of metal objects versus metal bars.
+
| <div id="Req463">Req463</div>
 +
| FORBIDDEN WARES
 +
| (Future)
 +
| The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
 +
|
 
|-
 
|-
| Req466, WRESTLING GRASPS VERSUS OTHER ACTIONS, (Future): It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
+
| <div id="Req464">Req464</div>
 +
| EXCESSIVE BAIT
 +
| (Future)
 +
| Dwarves should not use entire stacks of meat or fish to bait traps.
 +
|
 
|-
 
|-
| Req467, UNDEAD HEALING, (Future): Undead and construct-type creatures tend to heal when they shouldn't.
+
| <div id="Req465">Req465</div>
 +
| METAL BLOCK/BAR WEIGHTS
 +
| (Future)
 +
| Need to watch out for the weight of metal objects versus metal bars.
 +
|
 
|-
 
|-
| Req468, EXTRACT MATERIALS, (Future): The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
+
| <div id="Req466">Req466</div>
 +
| WRESTLING GRASPS VERSUS OTHER ACTIONS
 +
| (Future)
 +
| It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
 +
|
 
|-
 
|-
| Req469, HUMAN MIGRANT ISSUES, (Future): In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
+
| <div id="Req467">Req467</div>
 +
| UNDEAD HEALING
 +
| (Future)
 +
| Undead and construct-type creatures tend to heal when they shouldn't.
 +
|
 
|-
 
|-
| Req470, UNDEAD POPULATIONS, (Future): Undead populations aren't tracked properly.
+
| <div id="Req468">Req468</div>
 +
| EXTRACT MATERIALS
 +
| (Future)
 +
| The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
 +
|
 
|-
 
|-
| Req471, ASKING DIRECTIONS, (Future): You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
+
| <div id="Req469">Req469</div>
 +
| HUMAN MIGRANT ISSUES
 +
| (Future)
 +
| In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
 +
|
 
|-
 
|-
| Req472, MIXING LIQUID CONTAMINANTS, (Future): Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
+
| <div id="Req470">Req470</div>
 +
| UNDEAD POPULATIONS
 +
| (Future)
 +
| Undead populations aren't tracked properly.
 +
|
 
|-
 
|-
| Req473, MATERIAL REWRITE, (Future): There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
+
| <div id="Req471">Req471</div>
 +
| ASKING DIRECTIONS
 +
| (Future)
 +
| You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
 +
|
 
|-
 
|-
| Req474, PATH BUFFER CLEARING, (Future): There's a bit of an optimization that can be done to the periodic path buffer clearing.
+
| <div id="Req472">Req472</div>
 +
| MIXING LIQUID CONTAMINANTS
 +
| (Future)
 +
| Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
 +
|
 
|-
 
|-
| Req475, SIEGE ENGINES AND THE Z AXIS, (Future): Siege engines need to respect the z axis.
+
| <div id="Req473">Req473</div>
 +
| MATERIAL REWRITE
 +
| (Future)
 +
| There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
 +
|
 
|-
 
|-
| Req476, DEEP OBJECT PLACEMENT ISSUE, (Future): There's an issue with object placement in one of the deep areas.
+
| <div id="Req474">Req474</div>
 +
| PATH BUFFER CLEARING
 +
| (Future)
 +
| There's a bit of an optimization that can be done to the periodic path buffer clearing.
 +
|
 
|-
 
|-
| Req477, CONNECTED SITE COMPONENTS, (Future): Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
+
| <div id="Req475">Req475</div>
 +
| SIEGE ENGINES AND THE Z AXIS
 +
| (Future)
 +
| Siege engines need to respect the z axis.
 +
|
 
|-
 
|-
| Req478, LOCAL ARMY MOVEMENT, (Future): There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
+
| <div id="Req476">Req476</div>
 +
| DEEP OBJECT PLACEMENT ISSUE
 +
| (Future)
 +
| There's an issue with object placement in one of the deep areas.
 +
|
 
|-
 
|-
| Req479, GOBLIN TOWER ISSUES, (Future): There are some issues with swamps, vegetation and subterranean areas in goblin towers.
+
| <div id="Req477">Req477</div>
 +
| CONNECTED SITE COMPONENTS
 +
| (Future)
 +
| Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
 +
|
 
|-
 
|-
| Req480, DWARVES ON FIRE, (Future): Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
+
| <div id="Req478">Req478</div>
 +
| LOCAL ARMY MOVEMENT
 +
| (Future)
 +
| There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
 +
|
 
|-
 
|-
| Req481, HATCH OPENING FOR DIAGONAL FLIERS, (Future): It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
+
| <div id="Req479">Req479</div>
 +
| GOBLIN TOWER ISSUES
 +
| (Future)
 +
| There are some issues with swamps, vegetation and subterranean areas in goblin towers.
 +
|
 
|-
 
|-
| Req482, FISH CLEANING IMPROVEMENTS, (Future): You should be able to remove relevant portions (shell/bones) of fish during cleaning.
+
| <div id="Req480">Req480</div>
 +
| DWARVES ON FIRE
 +
| (Future)
 +
| Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
 +
|
 
|-
 
|-
| Req483, BLOOD VISIBILITY, (Future): Blood of all types should be visible on whatever color stone it falls on.
+
| <div id="Req481">Req481</div>
 +
| HATCH OPENING FOR DIAGONAL FLIERS
 +
| (Future)
 +
| It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
 +
|
 
|-
 
|-
| Req484, WIND, (Future): Local wind patterns need to be more interesting.
+
| <div id="Req482">Req482</div>
 +
| FISH CLEANING IMPROVEMENTS
 +
| (Future)
 +
| You should be able to remove relevant portions (shell/bones) of fish during cleaning.
 +
|
 
|-
 
|-
| Req485, GROUNDED/SWIMMING, (Future): Need to square the commonly-used notion of being on the ground with swimming.
+
| <div id="Req483">Req483</div>
 +
| BLOOD VISIBILITY
 +
| (Future)
 +
| Blood of all types should be visible on whatever color stone it falls on.
 +
|
 
|-
 
|-
| Req486, VISION AND SWIMMING, (Future): Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
+
| <div id="Req484">Req484</div>
 +
| WIND
 +
| (Future)
 +
| Local wind patterns need to be more interesting.
 +
|
 
|-
 
|-
| Req487, WATER PRESERVATION, (Future): There are some cases where water is deleted when it might be pushed away to other tiles instead.
+
| <div id="Req485">Req485</div>
 +
| GROUNDED/SWIMMING
 +
| (Future)
 +
| Need to square the commonly-used notion of being on the ground with swimming.
 +
|
 
|-
 
|-
| Req488, WARM STONE PROBLEM, (Future): There are some rare cases where warm stone next to lava gets its temperature reset.
+
| <div id="Req486">Req486</div>
 +
| VISION AND SWIMMING
 +
| (Future)
 +
| Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
 +
|
 
|-
 
|-
| Req489, MIGRANT CHILDREN AGES, (Future): The ages of migrant children are not based on the raws.
+
| <div id="Req487">Req487</div>
 +
| WATER PRESERVATION
 +
| (Future)
 +
| There are some cases where water is deleted when it might be pushed away to other tiles instead.
 +
|
 
|-
 
|-
| Req490, MATERIAL DEMANDS AND MANDATES, (Future): Local materials lists for demands aren't compiled properly now.
+
| <div id="Req488">Req488</div>
 +
| WARM STONE PROBLEM
 +
| (Future)
 +
| There are some rare cases where warm stone next to lava gets its temperature reset.
 +
|
 
|-
 
|-
| Req491, ADVENTURE MODE TRADE SKILLS, (Future): Some of the features from dwarf mode trade can be moved over to adventure mode.
+
| <div id="Req489">Req489</div>
 +
| MIGRANT CHILDREN AGES
 +
| (Future)
 +
| The ages of migrant children are not based on the raws.
 +
|
 
|-
 
|-
| Req492, MELTED OBJECT SIZE, (Future): When objects change states, their sizes need to be tracked more carefully.
+
| <div id="Req490">Req490</div>
 +
| MATERIAL DEMANDS AND MANDATES
 +
| (Future)
 +
| Local materials lists for demands aren't compiled properly now.
 +
|
 
|-
 
|-
| Req493, MISSING MIGRANT TYPES, (Future): A few professions don't occur as migrant types.
+
| <div id="Req491">Req491</div>
 +
| ADVENTURE MODE TRADE SKILLS
 +
| (Future)
 +
| Some of the features from dwarf mode trade can be moved over to adventure mode.
 +
|
 
|-
 
|-
| Req494, INITIALIZING PREFERENCES ISSUE, (Future): There's a minor issue with unit preferences and which ones it knows about at which times.
+
| <div id="Req492">Req492</div>
 +
| MELTED OBJECT SIZE
 +
| (Future)
 +
| When objects change states, their sizes need to be tracked more carefully.
 +
|
 
|-
 
|-
| Req495, FISH SEARCH, (Future): Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
+
| <div id="Req493">Req493</div>
 +
| MISSING MIGRANT TYPES
 +
| (Future)
 +
| A few professions don't occur as migrant types.
 +
|
 
|-
 
|-
| Req496, WORLD MIGRANT LINKS, (Future): Migrants joining towns on the world map don't get proper entity links.
+
| <div id="Req494">Req494</div>
 +
| INITIALIZING PREFERENCES ISSUE
 +
| (Future)
 +
| There's a minor issue with unit preferences and which ones it knows about at which times.
 +
|
 
|-
 
|-
| Req497, RIVER STONES FOR ENTITIES, (Future): Civilizations don't use alluvial deposits properly.
+
| <div id="Req495">Req495</div>
 +
| FISH SEARCH
 +
| (Future)
 +
| Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
 +
|
 
|-
 
|-
| Req498, SAME-SQUARE MOVEMENT, (Future): There are some adventure mode issues with same-square interactions.
+
| <div id="Req496">Req496</div>
 +
| WORLD MIGRANT LINKS
 +
| (Future)
 +
| Migrants joining towns on the world map don't get proper entity links.
 +
|
 
|-
 
|-
| Req499, BETTER PRESSURE, Completed: Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
+
| <div id="Req497">Req497</div>
 +
| RIVER STONES FOR ENTITIES
 +
| (Future)
 +
| Civilizations don't use alluvial deposits properly.
 +
|
 
|-
 
|-
| Req500, SITE POPULATIONS, (Future): There are various little issues with site animal populations that need to be cleaned up.
+
| <div id="Req498">Req498</div>
|}
+
| SAME-SQUARE MOVEMENT
==Reqs 501 - 550==
+
| (Future)
{| class="wikitable"
+
| There are some adventure mode issues with same-square interactions.
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
|  
 
|-
 
|-
 
+
| <div id="Req499">Req499</div>
| style="width:100%;" |Req501, MINOR WILDERNESS POP ISSUES, (Future): There are some minor issues with the distributions of local wilderness populations.
+
| BETTER PRESSURE
 +
| Completed
 +
| Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
 +
|
 
|-
 
|-
| Req502, FROZEN WATER CONTAMINANTS, (Future): Contaminants for frozen liquids aren't tracked carefully enough.
+
| <div id="Req500">Req500</div>
 +
| SITE POPULATIONS
 +
| (Future)
 +
| There are various little issues with site animal populations that need to be cleaned up.
 +
|
 
|-
 
|-
| Req503, FLIERS/SWIMMERS AND BUILDING TARGETING, (Future): Creatures with unusual movement types can't target buildings properly.
+
| <div id="Req501">Req501</div>
 +
| MINOR WILDERNESS POP ISSUES
 +
| (Future)
 +
| There are some minor issues with the distributions of local wilderness populations.
 +
|
 
|-
 
|-
| Req504, RUIN PLACEMENT, (Future): Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
+
| <div id="Req502">Req502</div>
 +
| FROZEN WATER CONTAMINANTS
 +
| (Future)
 +
| Contaminants for frozen liquids aren't tracked carefully enough.
 +
|
 
|-
 
|-
| Req505, CAVE-IN DUST, (Future): Dust flows from cave-ins need to be generated more carefully.
+
| <div id="Req503">Req503</div>
 +
| FLIERS/SWIMMERS AND BUILDING TARGETING
 +
| (Future)
 +
| Creatures with unusual movement types can't target buildings properly.
 +
|
 
|-
 
|-
| Req506, IMPROVED CAVE-IN MECHANICS, (Future): The cave-in framework isn't being used for much. There should be more requirements for supports again.
+
| <div id="Req504">Req504</div>
 +
| RUIN PLACEMENT
 +
| (Future)
 +
| Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
 +
|
 
|-
 
|-
| Req507, SOIL CAVE-INS, (Future): Certain rock/ground types shouldn't support anything by themselves.
+
| <div id="Req505">Req505</div>
 +
| CAVE-IN DUST
 +
| (Future)
 +
| Dust flows from cave-ins need to be generated more carefully.
 +
|
 
|-
 
|-
| Req508, WALKING ON BUILDINGS, (Future): It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.
+
| <div id="Req506">Req506</div>
 +
| IMPROVED CAVE-IN MECHANICS
 +
| (Future)
 +
| The cave-in framework isn't being used for much. There should be more requirements for supports again.
 +
|
 
|-
 
|-
| Req509, CASTRATING ANIMALS, (Future): Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
+
| <div id="Req507">Req507</div>
 +
| SOIL CAVE-INS
 +
| (Future)
 +
| Certain rock/ground types shouldn't support anything by themselves.
 +
|
 
|-
 
|-
| Req510, FIRES IN CONTAINERS, (Future): Fires should not be able to burn in sealed containers.
+
| <div id="Req508">Req508</div>
 +
| WALKING ON BUILDINGS
 +
| (Future)
 +
| It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.
 +
|
 
|-
 
|-
| Req511, ARMORED AGAINST JUSTICE, (Future): People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.
+
| <div id="Req509">Req509</div>
 +
| CASTRATING ANIMALS
 +
| (Future)
 +
| Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
 +
|
 
|-
 
|-
| Req512, PERSONAL HYGIENE, (Future): Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.
+
| <div id="Req510">Req510</div>
 +
| FIRES IN CONTAINERS
 +
| (Future)
 +
| Fires should not be able to burn in sealed containers.
 +
|
 
|-
 
|-
| Req513, FOOD PLURALS, (Future): Food items need plurals (for the description screen for example).
+
| <div id="Req511">Req511</div>
 +
| ARMORED AGAINST JUSTICE
 +
| (Future)
 +
| People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.
 +
|
 
|-
 
|-
| Req514, MAP GENERATION BIAS, (Future): The mid-level square maps never use the bottom right corner if all biome priorities are the same.
+
| <div id="Req512">Req512</div>
 +
| PERSONAL HYGIENE
 +
| (Future)
 +
| Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.
 +
|
 
|-
 
|-
| Req515, CONSTRUCTION BUILDING PLACEMENT, (Future): You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.
+
| <div id="Req513">Req513</div>
 +
| FOOD PLURALS
 +
| (Future)
 +
| Food items need plurals (for the description screen for example).
 +
|
 
|-
 
|-
| Req516, ELVES TRADING ANIMALS, (Future): Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
+
| <div id="Req514">Req514</div>
 +
| MAP GENERATION BIAS
 +
| (Future)
 +
| The mid-level square maps never use the bottom right corner if all biome priorities are the same.
 +
|
 
|-
 
|-
| Req517, KIDNAP THOUGHT, (Future): Children should have some kind of thought about being kidnapped.
+
| <div id="Req515">Req515</div>
 +
| CONSTRUCTION BUILDING PLACEMENT
 +
| (Future)
 +
| You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.
 +
|
 
|-
 
|-
| Req518, OFFICE WORK, (Future): Proper office work should require a table by the chair.
+
| <div id="Req516">Req516</div>
 +
| ELVES TRADING ANIMALS
 +
| (Future)
 +
| Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
 +
|
 
|-
 
|-
| Req519, BEAST INTERRUPTIONS, (Future): Beasts should not constantly interrupt workers that aren't actual under threat.
+
| <div id="Req517">Req517</div>
 +
| KIDNAP THOUGHT
 +
| (Future)
 +
| Children should have some kind of thought about being kidnapped.
 +
|
 
|-
 
|-
| Req520, EASY-TO-SKIP MEETING SCREENS, (Future): It's too easy to skip passed important meeting screens by pressing space.
+
| <div id="Req518">Req518</div>
 +
| OFFICE WORK
 +
| (Future)
 +
| Proper office work should require a table by the chair.
 +
|
 
|-
 
|-
| Req521, WATERY RAMPS, (Future): Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
+
| <div id="Req519">Req519</div>
 +
| BEAST INTERRUPTIONS
 +
| (Future)
 +
| Beasts should not constantly interrupt workers that aren't actual under threat.
 +
|
 
|-
 
|-
| Req522, FLYING UP, (Future): In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
+
| <div id="Req520">Req520</div>
 +
| EASY-TO-SKIP MEETING SCREENS
 +
| (Future)
 +
| It's too easy to skip passed important meeting screens by pressing space.
 +
|
 
|-
 
|-
| Req523, STREAM WATER FEET, (Future): Stance points need to get water covers when walking over wet streams.
+
| <div id="Req521">Req521</div>
 +
| WATERY RAMPS
 +
| (Future)
 +
| Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
 +
|
 
|-
 
|-
| Req524, SALT WATER PONDS, (Future): You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
+
| <div id="Req522">Req522</div>
 +
| FLYING UP
 +
| (Future)
 +
| In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
 +
|
 
|-
 
|-
| Req525, MORE RIVERS, (Future): Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.
+
| <div id="Req523">Req523</div>
 +
| STREAM WATER FEET
 +
| (Future)
 +
| Stance points need to get water covers when walking over wet streams.
 +
|
 
|-
 
|-
| Req526, WOOD RAW TOKENS, (Future): Wood raws are missing a lot of customizable properties that other materials have.
+
| <div id="Req524">Req524</div>
 +
| SALT WATER PONDS
 +
| (Future)
 +
| You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
 +
|
 
|-
 
|-
| Req527, PROMPT MEETINGS, (Future): People that have meetings should take care of them promptly. The broker should get to the trade depot when called.
+
| <div id="Req525">Req525</div>
 +
| MORE RIVERS
 +
| (Future)
 +
| Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.
 +
|
 
|-
 
|-
| Req528, SOME NEW STOCKPILE SETTINGS, (Future): People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
+
| <div id="Req526">Req526</div>
 +
| WOOD RAW TOKENS
 +
| (Future)
 +
| Wood raws are missing a lot of customizable properties that other materials have.
 +
|
 
|-
 
|-
| Req529, CONSTRUCTION WEAR, (Future): Constructions don't wear down in the same way that regular smoothed walls do.
+
| <div id="Req527">Req527</div>
 +
| PROMPT MEETINGS
 +
| (Future)
 +
| People that have meetings should take care of them promptly. The broker should get to the trade depot when called.
 +
|
 
|-
 
|-
| Req530, ORE/ALLOY AMOUNT PROBLEMS, (Future): Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.
+
| <div id="Req528">Req528</div>
 +
| SOME NEW STOCKPILE SETTINGS
 +
| (Future)
 +
| People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
 +
|
 
|-
 
|-
| Req531, IMPROVED WORLD MAP DURING EMBARK, (Future): The tiles on the world map should be more representative of what's actually there.
+
| <div id="Req529">Req529</div>
 +
| CONSTRUCTION WEAR
 +
| (Future)
 +
| Constructions don't wear down in the same way that regular smoothed walls do.
 +
|
 
|-
 
|-
| Req532, EDGE PROJECTILES, (Future): Ammunition fired at the edge of the play area shouldn't bounce against it.
+
| <div id="Req530">Req530</div>
 +
| ORE/ALLOY AMOUNT PROBLEMS
 +
| (Future)
 +
| Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.
 +
|
 
|-
 
|-
| Req533, BUILDING CONSTRUCTION INCONSISTENCIES, (Future): There are some issues about diagonal access and so on with building constructions.
+
| <div id="Req531">Req531</div>
 +
| IMPROVED WORLD MAP DURING EMBARK
 +
| (Future)
 +
| The tiles on the world map should be more representative of what's actually there.
 +
|
 
|-
 
|-
| Req534, MINING SIDES, (Future): Dwarves sometimes go on a long detour to mine a wall from a particular side.
+
| <div id="Req532">Req532</div>
 +
| EDGE PROJECTILES
 +
| (Future)
 +
| Ammunition fired at the edge of the play area shouldn't bounce against it.
 +
|
 
|-
 
|-
| Req535, WATER CONTAMINANT CONTROLS, (Future): Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.
+
| <div id="Req533">Req533</div>
 +
| BUILDING CONSTRUCTION INCONSISTENCIES
 +
| (Future)
 +
| There are some issues about diagonal access and so on with building constructions.
 +
|
 
|-
 
|-
| Req536, MAP BOULDER, (Future): Should be able to pull up a stone object from boulder tiles.
+
| <div id="Req534">Req534</div>
 +
| MINING SIDES
 +
| (Future)
 +
| Dwarves sometimes go on a long detour to mine a wall from a particular side.
 +
|
 
|-
 
|-
| Req537, MASTER RECORD KEEPER, (Future): Record keepers gain skill too quickly.
+
| <div id="Req535">Req535</div>
 +
| WATER CONTAMINANT CONTROLS
 +
| (Future)
 +
| Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.
 +
|
 
|-
 
|-
| Req538, MORE VEGETATION CONTROL, (Future): Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
+
| <div id="Req536">Req536</div>
 +
| MAP BOULDER
 +
| (Future)
 +
| Should be able to pull up a stone object from boulder tiles.
 +
|
 
|-
 
|-
| Req539, UNDIGNIFIED DIGGING, (Future): Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.
+
| <div id="Req537">Req537</div>
 +
| MASTER RECORD KEEPER
 +
| (Future)
 +
| Record keepers gain skill too quickly.
 +
|
 
|-
 
|-
| Req540, FULL REACTION CLASSES, (Future): Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
+
| <div id="Req538">Req538</div>
 +
| MORE VEGETATION CONTROL
 +
| (Future)
 +
| Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
 +
|
 
|-
 
|-
| Req541, WATERPROOF AXLES, (Future): Somebody wanted to stick an axle through a wall without it leaking everywhere.
+
| <div id="Req539">Req539</div>
 +
| UNDIGNIFIED DIGGING
 +
| (Future)
 +
| Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.
 +
|
 
|-
 
|-
| Req542, NOBLE QUEUE ISSUES, (Future): The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
+
| <div id="Req540">Req540</div>
 +
| FULL REACTION CLASSES
 +
| (Future)
 +
| Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
 +
|
 
|-
 
|-
| Req543, MEETING/CONVERSATION/GAME/PARTY LINKS, (Future): Many social activities in the game should be further organized and consolidated.
+
| <div id="Req541">Req541</div>
 +
| WATERPROOF AXLES
 +
| (Future)
 +
| Somebody wanted to stick an axle through a wall without it leaking everywhere.
 +
|
 
|-
 
|-
| Req544, WORK ANIMAL ASSIGNMENT, (Future): There are various issues with work animal assignment. It needs to be updated.
+
| <div id="Req542">Req542</div>
 +
| NOBLE QUEUE ISSUES
 +
| (Future)
 +
| The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
 +
|
 
|-
 
|-
| Req545, LAZY COMMANDERS, (Future): In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
+
| <div id="Req543">Req543</div>
 +
| MEETING/CONVERSATION/GAME/PARTY LINKS
 +
| (Future)
 +
| Many social activities in the game should be further organized and consolidated.
 +
|
 
|-
 
|-
| Req546, MORE FARM FAILURE INFORMATION, (Future): Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.
+
| <div id="Req544">Req544</div>
 +
| WORK ANIMAL ASSIGNMENT
 +
| (Future)
 +
| There are various issues with work animal assignment. It needs to be updated.
 +
|
 
|-
 
|-
| Req547, AUTOSAVE NAME CONFUSION, (Future): Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
+
| <div id="Req545">Req545</div>
 +
| LAZY COMMANDERS
 +
| (Future)
 +
| In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
 +
|
 
|-
 
|-
| Req548, IN-GAME INIT OPTION ACCESS, (Future): You should be able to change any reasonable init option within the game (flows as numbers, etc.).
+
| <div id="Req546">Req546</div>
 +
| MORE FARM FAILURE INFORMATION
 +
| (Future)
 +
| Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.
 +
|
 
|-
 
|-
| Req549, PERSONALITY VS. PROFESSION, (Future): Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.
+
| <div id="Req547">Req547</div>
 +
| AUTOSAVE NAME CONFUSION
 +
| (Future)
 +
| Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
 +
|
 
|-
 
|-
| Req550, CEILING INFORMATION, (Future): You should be given at least some information about the ceiling above a tile in certain circumstances.
+
| <div id="Req548">Req548</div>
|}
+
| IN-GAME INIT OPTION ACCESS
==Reqs 551 - 589==
+
| (Future)
{| class="wikitable"
+
| You should be able to change any reasonable init option within the game (flows as numbers, etc.).
{| border = 1 cellspacing="0" cellpadding="5" -valign="top"
+
|  
 
|-
 
|-
 
+
| <div id="Req549">Req549</div>
| style="width:100%;" | Req551, LOADED AREA IN OCEAN, (Future): It keeps track of too many Z levels when you swim deep out into the ocean.
+
| PERSONALITY VS. PROFESSION
 +
| (Future)
 +
| Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.
 +
|
 
|-
 
|-
| Req552, STUCK AND CAN'T DIG, (Future): Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
+
| <div id="Req550">Req550</div>
 +
| CEILING INFORMATION
 +
| (Future)
 +
| You should be given at least some information about the ceiling above a tile in certain circumstances.
 +
|
 
|-
 
|-
| Req553, FLOWS VERSUS TREES, (Future): Water and magma should be able to flow passed (and burn for magma) trees.
+
| <div id="Req551">Req551</div>
 +
| LOADED AREA IN OCEAN
 +
| (Future)
 +
| It keeps track of too many Z levels when you swim deep out into the ocean.
 +
|
 
|-
 
|-
| Req554, WALLS VERSUS MAGMA, (Future): Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
+
| <div id="Req552">Req552</div>
 +
| STUCK AND CAN'T DIG
 +
| (Future)
 +
| Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
 +
|
 
|-
 
|-
| Req555, MORE EFFECTIVE TRADE AGREEMENTS, (Future): Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
+
| <div id="Req553">Req553</div>
 +
| FLOWS VERSUS TREES
 +
| (Future)
 +
| Water and magma should be able to flow passed (and burn for magma) trees.
 +
|
 
|-
 
|-
| Req556, SAVING SOUND OPTIONS, (Future): You should be able to save sound options back to the init file from the sound options menu.
+
| <div id="Req554">Req554</div>
 +
| WALLS VERSUS MAGMA
 +
| (Future)
 +
| Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
 +
|
 
|-
 
|-
| Req557, FROZEN RIVER SOURCES, (Future): River source squares that are just going to stack water on ice squares shouldn't make water.
+
| <div id="Req555">Req555</div>
 +
| MORE EFFECTIVE TRADE AGREEMENTS
 +
| (Future)
 +
| Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
 +
|
 
|-
 
|-
| Req558, MORE INFORMATION ABOUT ITEMS IN USE, (Future): Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
+
| <div id="Req556">Req556</div>
 +
| SAVING SOUND OPTIONS
 +
| (Future)
 +
| You should be able to save sound options back to the init file from the sound options menu.
 +
|
 
|-
 
|-
| Req559, POST-EMBARK LOAD INDICATOR, (Future): After getting through the final embark screen, it can leave you hanging for quite a while.
+
| <div id="Req557">Req557</div>
 +
| FROZEN RIVER SOURCES
 +
| (Future)
 +
| River source squares that are just going to stack water on ice squares shouldn't make water.
 +
|
 
|-
 
|-
| Req560, WORKSHOP PROFILE CHANGE, (Future): When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
+
| <div id="Req558">Req558</div>
 +
| MORE INFORMATION ABOUT ITEMS IN USE
 +
| (Future)
 +
| Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
 +
|
 
|-
 
|-
| Req561, LOCAL WILDERNESS POPULATION REPLENISHMENT, (Future): Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
+
| <div id="Req559">Req559</div>
 +
| POST-EMBARK LOAD INDICATOR
 +
| (Future)
 +
| After getting through the final embark screen, it can leave you hanging for quite a while.
 +
|
 
|-
 
|-
| Req562, ROOMS FOR APPOINTEES, (Future): Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
+
| <div id="Req560">Req560</div>
 +
| WORKSHOP PROFILE CHANGE
 +
| (Future)
 +
| When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
 +
|
 
|-
 
|-
| Req563, CONSORT POSITION, (Future): Need to handle the position of consorts in the case that their spouses die.
+
| <div id="Req561">Req561</div>
 +
| LOCAL WILDERNESS POPULATION REPLENISHMENT
 +
| (Future)
 +
| Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
 +
|
 
|-
 
|-
| Req564, MORE CUSTOMIZATION FOR UNITS, (Future): You can set their type names, but being able to set colors or custom tiles should also be possible.
+
| <div id="Req562">Req562</div>
 +
| ROOMS FOR APPOINTEES
 +
| (Future)
 +
| Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
 +
|
 
|-
 
|-
| Req565, CAGE CLEANING, (Future): You need to be able to free cages of all the various filth that collects there.
+
| <div id="Req563">Req563</div>
 +
| CONSORT POSITION
 +
| (Future)
 +
| Need to handle the position of consorts in the case that their spouses die.
 +
|
 
|-
 
|-
| Req566, SKY AND ICE, (Future): Need to make ice and sky look different, since there are conflicts at night.
+
| <div id="Req564">Req564</div>
 +
| MORE CUSTOMIZATION FOR UNITS
 +
| (Future)
 +
| You can set their type names, but being able to set colors or custom tiles should also be possible.
 +
|
 
|-
 
|-
| Req567, SMOOTHING AND ENGRAVING SKILLS, (Future): They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
+
| <div id="Req565">Req565</div>
 +
| CAGE CLEANING
 +
| (Future)
 +
| You need to be able to free cages of all the various filth that collects there.
 +
|
 
|-
 
|-
| Req568, LIMB BLOOD DROPPING, (Future): Bloody limbs that fly up in the air don't drop blood.
+
| <div id="Req566">Req566</div>
 +
| SKY AND ICE
 +
| (Future)
 +
| Need to make ice and sky look different, since there are conflicts at night.
 +
|
 
|-
 
|-
| Req569, BETTER TERRAIN ESCAPE, (Future): There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
+
| <div id="Req567">Req567</div>
 +
| SMOOTHING AND ENGRAVING SKILLS
 +
| (Future)
 +
| They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
 +
|
 
|-
 
|-
| Req570, VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT, (Future): It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
+
| <div id="Req568">Req568</div>
 +
| LIMB BLOOD DROPPING
 +
| (Future)
 +
| Bloody limbs that fly up in the air don't drop blood.
 +
|
 
|-
 
|-
| Req571, STANDING IS GOOD, Completed: If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
+
| <div id="Req569">Req569</div>
 +
| BETTER TERRAIN ESCAPE
 +
| (Future)
 +
| There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
 +
|
 
|-
 
|-
| Req572, PLEASE FORM A LINE, (Future): Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
+
| <div id="Req570">Req570</div>
 +
| VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT
 +
| (Future)
 +
| It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
 +
|
 
|-
 
|-
| Req573, BOOZE THE WOUNDED, (Future): Wounded dwarves should be brought booze in the absence of or even instead of water.
+
| <div id="Req571">Req571</div>
 +
| STANDING IS GOOD
 +
| Completed
 +
| If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
 +
|
 
|-
 
|-
| Req574, BUILDING MECHANISM LOSS, (Future): Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
+
| <div id="Req572">Req572</div>
 +
| PLEASE FORM A LINE
 +
| (Future)
 +
| Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
 +
|
 
|-
 
|-
| Req575, UNDERWATER PROJECTILES, (Future): Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
+
| <div id="Req573">Req573</div>
 +
| BOOZE THE WOUNDED
 +
| (Future)
 +
| Wounded dwarves should be brought booze in the absence of or even instead of water.
 +
|
 
|-
 
|-
| Req576, WANDERING FEATURE POPULATIONS, (Future): Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
+
| <div id="Req574">Req574</div>
 +
| BUILDING MECHANISM LOSS
 +
| (Future)
 +
| Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
 +
|
 
|-
 
|-
| Req577, AMMO PRICES, (Future): All prices have problems, but improved ammo is especially ridiculous.
+
| <div id="Req575">Req575</div>
 +
| UNDERWATER PROJECTILES
 +
| (Future)
 +
| Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
 +
|
 
|-
 
|-
| Req578, SAME SQUARE DRINKING, (Future): If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
+
| <div id="Req576">Req576</div>
 +
| WANDERING FEATURE POPULATIONS
 +
| (Future)
 +
| Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
 +
|
 
|-
 
|-
| Req579, CAGE TRAP CONTROLS, (Future): Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
+
| <div id="Req577">Req577</div>
 +
| AMMO PRICES
 +
| (Future)
 +
| All prices have problems, but improved ammo is especially ridiculous.
 +
|
 
|-
 
|-
| Req580, FLUID TEMPERATURE TRANSFER, (Future): It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
+
| <div id="Req578">Req578</div>
 +
| SAME SQUARE DRINKING
 +
| (Future)
 +
| If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
 +
|
 
|-
 
|-
| Req581, CONTAMINANTS WITH CONTAMINANTS, (Future): It needs to track whether you are covered with salt/filthy water for example.
+
| <div id="Req579">Req579</div>
 +
| CAGE TRAP CONTROLS
 +
| (Future)
 +
| Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
 +
|
 
|-
 
|-
| Req582, UPWARD DIAGONAL MOVEMENT RATES, (Future): It only applies a speed modifier to horizontal diagonal movement.
+
| <div id="Req580">Req580</div>
 +
| FLUID TEMPERATURE TRANSFER
 +
| (Future)
 +
| It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
 +
|
 
|-
 
|-
| Req583, REWALLING IN WATER, (Future): You should be able to drop some simple constructions down into the water, as long as it's reasonable.
+
| <div id="Req581">Req581</div>
 +
| CONTAMINANTS WITH CONTAMINANTS
 +
| (Future)
 +
| It needs to track whether you are covered with salt/filthy water for example.
 +
|
 
|-
 
|-
| Req584, MORE CONTROL OVER ROOMS, (Future): You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
+
| <div id="Req582">Req582</div>
 +
| UPWARD DIAGONAL MOVEMENT RATES
 +
| (Future)
 +
| It only applies a speed modifier to horizontal diagonal movement.
 +
|
 
|-
 
|-
| Req585, SNOWY WORLD GEN MAP, (Future): The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
+
| <div id="Req583">Req583</div>
 +
| REWALLING IN WATER
 +
| (Future)
 +
| You should be able to drop some simple constructions down into the water, as long as it's reasonable.
 +
|
 
|-
 
|-
| Req586, FORMER ENTITY MEMBER STATUS, (Future): Former entity members need to have that status tracked more explicitly.
+
| <div id="Req584">Req584</div>
 +
| MORE CONTROL OVER ROOMS
 +
| (Future)
 +
| You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
 +
|
 
|-
 
|-
| Req587, SUCCESSION, (Future): New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
+
| <div id="Req585">Req585</div>
 +
| SNOWY WORLD GEN MAP
 +
| (Future)
 +
| The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
 +
|
 
|-
 
|-
| Req588, ADVENTURE MODE TOWN BED USE, (Future): Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
+
| <div id="Req586">Req586</div>
 +
| FORMER ENTITY MEMBER STATUS
 +
| (Future)
 +
| Former entity members need to have that status tracked more explicitly.
 +
|
 
|-
 
|-
| Req589, CONSORT HANDLING, (Future): There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.
+
| <div id="Req587">Req587</div>
 
+
| SUCCESSION
 
+
| (Future)
 +
| New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
 +
|
 +
|-
 +
| <div id="Req588">Req588</div>
 +
| ADVENTURE MODE TOWN BED USE
 +
| (Future)
 +
| Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
 +
|
 +
|-
 +
| <div id="Req589">Req589</div>
 +
| CONSORT HANDLING
 +
| (Future)
 +
| There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.
 +
|
 
|}
 
|}
  
|}
+
=Bloats=
  
 +
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.
  
=Bloats=
+
{| class="wikitable" valign="top"
Somewhat superfluous ideas...
 
 
 
{| class="wikitable"
 
 
|- style="background:#EFEFEF"
 
|- style="background:#EFEFEF"
 
! style="width:10%"| Bloat-item
 
! style="width:10%"| Bloat-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
|-  
+
|-
| Bloat1
+
| <div id="Bloat1">Bloat1</div>
 
| ITEM GLOSSES
 
| ITEM GLOSSES
 
| Completed
 
| Completed
Line 2,068: Line 4,364:
 
|  
 
|  
 
|-
 
|-
| Bloat2
+
| <div id="Bloat2">Bloat2</div>
 
| MORE ITEM IMPROVEMENTS
 
| MORE ITEM IMPROVEMENTS
 
| (Future)
 
| (Future)
Line 2,074: Line 4,370:
 
|  
 
|  
 
|-
 
|-
| Bloat3
+
| <div id="Bloat3">Bloat3</div>
 
| PLAY
 
| PLAY
 
| (Future)
 
| (Future)
Line 2,080: Line 4,376:
 
|  
 
|  
 
|-
 
|-
| Bloat4
+
| <div id="Bloat4">Bloat4</div>
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| Completed
 
| Completed
Line 2,086: Line 4,382:
 
|  
 
|  
 
|-
 
|-
| Bloat5
+
| <div id="Bloat5">Bloat5</div>
 
| BURROWS
 
| BURROWS
 
| Completed
 
| Completed
Line 2,092: Line 4,388:
 
|  
 
|  
 
|-
 
|-
| Bloat6
+
| <div id="Bloat6">Bloat6</div>
 
| BAR COUNTING
 
| BAR COUNTING
 
| (Future)
 
| (Future)
Line 2,098: Line 4,394:
 
|  
 
|  
 
|-
 
|-
| Bloat7
+
| <div id="Bloat7">Bloat7</div>
 
| RENTAL UNITS
 
| RENTAL UNITS
 
| (Future)
 
| (Future)
Line 2,104: Line 4,400:
 
|  
 
|  
 
|-
 
|-
| Bloat8
+
| <div id="Bloat8">Bloat8</div>
 
| RENT SETTING
 
| RENT SETTING
 
| (Future)
 
| (Future)
Line 2,110: Line 4,406:
 
|  
 
|  
 
|-
 
|-
| Bloat9
+
| <div id="Bloat9">Bloat9</div>
 
| NOBLE RENT TWEAKS
 
| NOBLE RENT TWEAKS
 
| (Future)
 
| (Future)
Line 2,116: Line 4,412:
 
|  
 
|  
 
|-
 
|-
| Bloat10
+
| <div id="Bloat10">Bloat10</div>
 
| WHEELBARROWS
 
| WHEELBARROWS
 
| (Future)
 
| (Future)
Line 2,122: Line 4,418:
 
|  
 
|  
 
|-
 
|-
| Bloat11
+
| <div id="Bloat11">Bloat11</div>
 
| FOOD HOARDERS BEWARE
 
| FOOD HOARDERS BEWARE
 
| (Future)
 
| (Future)
Line 2,128: Line 4,424:
 
|  
 
|  
 
|-
 
|-
| Bloat12
+
| <div id="Bloat12">Bloat12</div>
 
| VERMIN TROUBLE
 
| VERMIN TROUBLE
 
| (Future)
 
| (Future)
Line 2,134: Line 4,430:
 
|  
 
|  
 
|-
 
|-
| Bloat13
+
| <div id="Bloat13">Bloat13</div>
 
| HUNTING THE SMALL
 
| HUNTING THE SMALL
 
| (Future)
 
| (Future)
Line 2,140: Line 4,436:
 
|  
 
|  
 
|-
 
|-
| Bloat14
+
| <div id="Bloat14">Bloat14</div>
 
| HUNTER AI
 
| HUNTER AI
 
| (Future)
 
| (Future)
Line 2,146: Line 4,442:
 
|  
 
|  
 
|-
 
|-
| Bloat15
+
| <div id="Bloat15">Bloat15</div>
 
| FILTHY COMBAT EXTENSIONS
 
| FILTHY COMBAT EXTENSIONS
 
| (Future)
 
| (Future)
Line 2,152: Line 4,448:
 
|  
 
|  
 
|-
 
|-
| Bloat16
+
| <div id="Bloat16">Bloat16</div>
 
| ADVENTURING IN DWARF MODE
 
| ADVENTURING IN DWARF MODE
 
| Completed
 
| Completed
Line 2,158: Line 4,454:
 
|  
 
|  
 
|-
 
|-
| Bloat17
+
| <div id="Bloat17">Bloat17</div>
 
| UNDERWATER DUNGEONS
 
| UNDERWATER DUNGEONS
 
| (Future)
 
| (Future)
Line 2,164: Line 4,460:
 
|  
 
|  
 
|-
 
|-
| Bloat18
+
| <div id="Bloat18">Bloat18</div>
 
| VERMIN AND DISEASE
 
| VERMIN AND DISEASE
 
| (Future)
 
| (Future)
Line 2,170: Line 4,466:
 
|  
 
|  
 
|-
 
|-
| Bloat19
+
| <div id="Bloat19">Bloat19</div>
 
| FLUID WORKSHOPS
 
| FLUID WORKSHOPS
 
| (Future)
 
| (Future)
Line 2,176: Line 4,472:
 
|  
 
|  
 
|-
 
|-
| Bloat20
+
| <div id="Bloat20">Bloat20</div>
 
| TRAP CONVERSION ISSUES
 
| TRAP CONVERSION ISSUES
 
| (Future)
 
| (Future)
Line 2,182: Line 4,478:
 
|  
 
|  
 
|-
 
|-
| Bloat21
+
| <div id="Bloat21">Bloat21</div>
 
| VARIOUS GHOST IDEAS
 
| VARIOUS GHOST IDEAS
 
| (Future)
 
| (Future)
Line 2,188: Line 4,484:
 
|  
 
|  
 
|-
 
|-
| Bloat22
+
| <div id="Bloat22">Bloat22</div>
 
| ART HISTORY
 
| ART HISTORY
 
| (Future)
 
| (Future)
Line 2,194: Line 4,490:
 
|  
 
|  
 
|-
 
|-
| Bloat23
+
| <div id="Bloat23">Bloat23</div>
 
| END GAME EXPANSION
 
| END GAME EXPANSION
 
| (Future)
 
| (Future)
Line 2,200: Line 4,496:
 
|  
 
|  
 
|-
 
|-
| Bloat24
+
| <div id="Bloat24">Bloat24</div>
 
| ADVENTURE MODE TWEAK
 
| ADVENTURE MODE TWEAK
 
| Completed
 
| Completed
Line 2,206: Line 4,502:
 
|  
 
|  
 
|-
 
|-
| Bloat25
+
| <div id="Bloat25">Bloat25</div>
 
| ELVEN FOREST RETREAT
 
| ELVEN FOREST RETREAT
 
| (Future)
 
| (Future)
Line 2,212: Line 4,508:
 
|  
 
|  
 
|-
 
|-
| Bloat26
+
| <div id="Bloat26">Bloat26</div>
 
| SIDE STORIES
 
| SIDE STORIES
 
| (Future)
 
| (Future)
Line 2,218: Line 4,514:
 
|  
 
|  
 
|-
 
|-
| Bloat27
+
| <div id="Bloat27">Bloat27</div>
 
| ABSTRACT KNOWLEDGE SYSTEM
 
| ABSTRACT KNOWLEDGE SYSTEM
 
| (Future)
 
| (Future)
Line 2,224: Line 4,520:
 
|  
 
|  
 
|-
 
|-
| Bloat28
+
| <div id="Bloat28">Bloat28</div>
 
| GATES
 
| GATES
 
| (Future)
 
| (Future)
Line 2,230: Line 4,526:
 
|  
 
|  
 
|-
 
|-
| Bloat29
+
| <div id="Bloat29">Bloat29</div>
 
| MECHANISMS OUTDOORS
 
| MECHANISMS OUTDOORS
 
| (Future)
 
| (Future)
Line 2,236: Line 4,532:
 
|  
 
|  
 
|-
 
|-
| Bloat30
+
| <div id="Bloat30">Bloat30</div>
 
| AUTOMATE KITCHEN
 
| AUTOMATE KITCHEN
 
| (Future)
 
| (Future)
Line 2,242: Line 4,538:
 
|  
 
|  
 
|-
 
|-
| Bloat31
+
| <div id="Bloat31">Bloat31</div>
 
| ABUSING DIPLOMATS AND MERCHANTS
 
| ABUSING DIPLOMATS AND MERCHANTS
 
| (Future)
 
| (Future)
Line 2,248: Line 4,544:
 
|  
 
|  
 
|-
 
|-
| Bloat32
+
| <div id="Bloat32">Bloat32</div>
 
| WORKSHOP ASSIGNMENT
 
| WORKSHOP ASSIGNMENT
 
| (Future)
 
| (Future)
Line 2,254: Line 4,550:
 
|  
 
|  
 
|-
 
|-
| Bloat33
+
| <div id="Bloat33">Bloat33</div>
 
| EYE GLASSES
 
| EYE GLASSES
 
| (Future)
 
| (Future)
Line 2,260: Line 4,556:
 
|  
 
|  
 
|-
 
|-
| Bloat34
+
| <div id="Bloat34">Bloat34</div>
 
| MIRRORS
 
| MIRRORS
 
| (Future)
 
| (Future)
Line 2,266: Line 4,562:
 
|  
 
|  
 
|-
 
|-
| Bloat35
+
| <div id="Bloat35">Bloat35</div>
 
| PROSTHETIC LIMBS
 
| PROSTHETIC LIMBS
 
| (Future)
 
| (Future)
Line 2,272: Line 4,568:
 
|  
 
|  
 
|-
 
|-
| Bloat36
+
| <div id="Bloat36">Bloat36</div>
 
| DICE AND PLAYING CARDS
 
| DICE AND PLAYING CARDS
 
| (Future)
 
| (Future)
Line 2,278: Line 4,574:
 
|  
 
|  
 
|-
 
|-
| Bloat37
+
| <div id="Bloat37">Bloat37</div>
 
| COSTUMES
 
| COSTUMES
 
| (Future)
 
| (Future)
Line 2,284: Line 4,580:
 
|  
 
|  
 
|-
 
|-
| Bloat38
+
| <div id="Bloat38">Bloat38</div>
 
| MASKS
 
| MASKS
 
| (Future)
 
| (Future)
Line 2,290: Line 4,586:
 
|  
 
|  
 
|-
 
|-
| Bloat39
+
| <div id="Bloat39">Bloat39</div>
 
| CLOCKS
 
| CLOCKS
 
| (Future)
 
| (Future)
Line 2,296: Line 4,592:
 
|  
 
|  
 
|-
 
|-
| Bloat40
+
| <div id="Bloat40">Bloat40</div>
 
| BETTER BEDS
 
| BETTER BEDS
 
| (Future)
 
| (Future)
Line 2,302: Line 4,598:
 
|  
 
|  
 
|-
 
|-
| Bloat41
+
| <div id="Bloat41">Bloat41</div>
 
| MECHANICAL TOYS
 
| MECHANICAL TOYS
 
| (Future)
 
| (Future)
Line 2,308: Line 4,604:
 
|  
 
|  
 
|-
 
|-
| Bloat42
+
| <div id="Bloat42">Bloat42</div>
 
| AUTOMATONS
 
| AUTOMATONS
 
| (Future)
 
| (Future)
Line 2,314: Line 4,610:
 
|  
 
|  
 
|-
 
|-
| Bloat43
+
| <div id="Bloat43">Bloat43</div>
 
| THINGS TO SMOKE
 
| THINGS TO SMOKE
 
| (Future)
 
| (Future)
Line 2,320: Line 4,616:
 
|  
 
|  
 
|-
 
|-
| Bloat44
+
| <div id="Bloat44">Bloat44</div>
 
| RESCUE OPERATIONS
 
| RESCUE OPERATIONS
 
| (Future)
 
| (Future)
Line 2,326: Line 4,622:
 
|  
 
|  
 
|-
 
|-
| Bloat45
+
| <div id="Bloat45">Bloat45</div>
 
| FLASKS
 
| FLASKS
 
| (Future)
 
| (Future)
Line 2,332: Line 4,628:
 
|  
 
|  
 
|-
 
|-
| Bloat46
+
| <div id="Bloat46">Bloat46</div>
 
| PROPER PREGNANCY
 
| PROPER PREGNANCY
 
| (Future)
 
| (Future)
Line 2,338: Line 4,634:
 
|  
 
|  
 
|-
 
|-
| Bloat47
+
| <div id="Bloat47">Bloat47</div>
 
| POND FISHING
 
| POND FISHING
 
| (Future)
 
| (Future)
Line 2,344: Line 4,640:
 
|  
 
|  
 
|-
 
|-
| Bloat48
+
| <div id="Bloat48">Bloat48</div>
 
| PERSONALITIES
 
| PERSONALITIES
 
| Completed
 
| Completed
Line 2,350: Line 4,646:
 
|  
 
|  
 
|-
 
|-
| Bloat49
+
| <div id="Bloat49">Bloat49</div>
 
| ARTIFACT GROUPS
 
| ARTIFACT GROUPS
 
| (Future)
 
| (Future)
Line 2,356: Line 4,652:
 
|  
 
|  
 
|-
 
|-
| Bloat50
+
| <div id="Bloat50">Bloat50</div>
 
| RESTRICT ANIMAL TRAINING
 
| RESTRICT ANIMAL TRAINING
 
| (Future)
 
| (Future)
Line 2,362: Line 4,658:
 
|  
 
|  
 
|-
 
|-
| Bloat51
+
| <div id="Bloat51">Bloat51</div>
 
| FAMILY TREE INTERFACE
 
| FAMILY TREE INTERFACE
 
| (Future)
 
| (Future)
Line 2,368: Line 4,664:
 
|  
 
|  
 
|-
 
|-
| Bloat52
+
| <div id="Bloat52">Bloat52</div>
 
| INTERFACE MOVEMENT
 
| INTERFACE MOVEMENT
 
| (Future)
 
| (Future)
Line 2,374: Line 4,670:
 
|  
 
|  
 
|-
 
|-
| Bloat53
+
| <div id="Bloat53">Bloat53</div>
 
| MANDATE TEXT
 
| MANDATE TEXT
 
| (Future)
 
| (Future)
Line 2,380: Line 4,676:
 
|  
 
|  
 
|-
 
|-
| Bloat54
+
| <div id="Bloat54">Bloat54</div>
 
| BUILDING JOB PRIORITIES
 
| BUILDING JOB PRIORITIES
 
| (Future)
 
| (Future)
Line 2,386: Line 4,682:
 
|  
 
|  
 
|-
 
|-
| Bloat55
+
| <div id="Bloat55">Bloat55</div>
 
| SULLIES
 
| SULLIES
 
| Completed
 
| Completed
Line 2,392: Line 4,688:
 
|  
 
|  
 
|-
 
|-
| Bloat56
+
| <div id="Bloat56">Bloat56</div>
 
| EXTEND FELL MOOD
 
| EXTEND FELL MOOD
 
| (Future)
 
| (Future)
Line 2,398: Line 4,694:
 
|  
 
|  
 
|-
 
|-
| Bloat57
+
| <div id="Bloat57">Bloat57</div>
 
| LAVA FURNACES
 
| LAVA FURNACES
 
| Completed
 
| Completed
Line 2,404: Line 4,700:
 
|  
 
|  
 
|-
 
|-
| Bloat58
+
| <div id="Bloat58">Bloat58</div>
 
| MORE LIVESTOCK
 
| MORE LIVESTOCK
 
| (Future)
 
| (Future)
Line 2,410: Line 4,706:
 
|  
 
|  
 
|-
 
|-
| Bloat59
+
| <div id="Bloat59">Bloat59</div>
 
| MORE HAULING
 
| MORE HAULING
 
| (Future)
 
| (Future)
Line 2,416: Line 4,712:
 
|  
 
|  
 
|-
 
|-
| Bloat60
+
| <div id="Bloat60">Bloat60</div>
 
| KITCHEN STORAGE
 
| KITCHEN STORAGE
 
| (Future)
 
| (Future)
Line 2,422: Line 4,718:
 
|  
 
|  
 
|-
 
|-
| Bloat61
+
| <div id="Bloat61">Bloat61</div>
 
| HIDDEN MACABRE FUN STUFF
 
| HIDDEN MACABRE FUN STUFF
 
| (Future)
 
| (Future)
Line 2,428: Line 4,724:
 
|  
 
|  
 
|-
 
|-
| Bloat62
+
| <div id="Bloat62">Bloat62</div>
 
| WORKSHOP GUILD ASSOCIATIONS
 
| WORKSHOP GUILD ASSOCIATIONS
 
| (Future)
 
| (Future)
Line 2,434: Line 4,730:
 
|  
 
|  
 
|-
 
|-
| Bloat63
+
| <div id="Bloat63">Bloat63</div>
 
| COAL BYPRODUCTS
 
| COAL BYPRODUCTS
 
| (Future)
 
| (Future)
Line 2,440: Line 4,736:
 
|  
 
|  
 
|-
 
|-
| Bloat64
+
| <div id="Bloat64">Bloat64</div>
 
| PROPER GEM ENVIRONMENTS
 
| PROPER GEM ENVIRONMENTS
 
| Completed
 
| Completed
Line 2,446: Line 4,742:
 
|  
 
|  
 
|-
 
|-
| Bloat65
+
| <div id="Bloat65">Bloat65</div>
 
| ROCK APPEARANCE
 
| ROCK APPEARANCE
 
| Completed
 
| Completed
Line 2,452: Line 4,748:
 
|  
 
|  
 
|-
 
|-
| Bloat66
+
| <div id="Bloat66">Bloat66</div>
 
| NO RECORD
 
| NO RECORD
 
| Completed
 
| Completed
Line 2,458: Line 4,754:
 
|  
 
|  
 
|-
 
|-
| Bloat67
+
| <div id="Bloat67">Bloat67</div>
 
| PET AGE INTERFACE
 
| PET AGE INTERFACE
 
| (Future)
 
| (Future)
Line 2,464: Line 4,760:
 
|  
 
|  
 
|-
 
|-
| Bloat68
+
| <div id="Bloat68">Bloat68</div>
 
| SCARY EVIL ARMIES
 
| SCARY EVIL ARMIES
 
| (Future)
 
| (Future)
Line 2,470: Line 4,766:
 
|  
 
|  
 
|-
 
|-
| Bloat69
+
| <div id="Bloat69">Bloat69</div>
 
| MORE END GAME
 
| MORE END GAME
 
| (Future)
 
| (Future)
Line 2,476: Line 4,772:
 
|  
 
|  
 
|-
 
|-
| Bloat70
+
| <div id="Bloat70">Bloat70</div>
 
| ROOM ASSIGNMENT INTERFACE
 
| ROOM ASSIGNMENT INTERFACE
 
| (Future)
 
| (Future)
Line 2,482: Line 4,778:
 
|  
 
|  
 
|-
 
|-
| Bloat71
+
| <div id="Bloat71">Bloat71</div>
 
| MORE UNIT TYPES
 
| MORE UNIT TYPES
 
| Completed
 
| Completed
Line 2,488: Line 4,784:
 
|  
 
|  
 
|-
 
|-
| Bloat72
+
| <div id="Bloat72">Bloat72</div>
 
| ELVEN DIPLOMACY
 
| ELVEN DIPLOMACY
 
| (Future)
 
| (Future)
Line 2,494: Line 4,790:
 
|  
 
|  
 
|-
 
|-
| Bloat73
+
| <div id="Bloat73">Bloat73</div>
 
| MORE DIPLOMACY
 
| MORE DIPLOMACY
 
| (Future)
 
| (Future)
Line 2,500: Line 4,796:
 
|  
 
|  
 
|-
 
|-
| Bloat74
+
| <div id="Bloat74">Bloat74</div>
 
| NO RECORD
 
| NO RECORD
 
| Completed
 
| Completed
Line 2,506: Line 4,802:
 
|  
 
|  
 
|-
 
|-
| Bloat75
+
| <div id="Bloat75">Bloat75</div>
 
| MINOR PUNISHMENT
 
| MINOR PUNISHMENT
 
| (Future)
 
| (Future)
Line 2,512: Line 4,808:
 
|  
 
|  
 
|-
 
|-
| Bloat76
+
| <div id="Bloat76">Bloat76</div>
 
| MONSTER FIGHTING SKILLS
 
| MONSTER FIGHTING SKILLS
 
| (Future)
 
| (Future)
Line 2,518: Line 4,814:
 
|  
 
|  
 
|-
 
|-
| Bloat77
+
| <div id="Bloat77">Bloat77</div>
| CLAY
+
| CLAY, MUD, ADOBE STUFF
| MUD, ADOBE STUFF, (Future)
+
| (Future)
 
| Can use the kiln, have glazes, etc. Bricks.
 
| Can use the kiln, have glazes, etc. Bricks.
 
|  
 
|  
 
|-
 
|-
| Bloat78
+
| <div id="Bloat78">Bloat78</div>
 
| WAGE AND JOB MANDATES
 
| WAGE AND JOB MANDATES
 
| (Future)
 
| (Future)
Line 2,530: Line 4,826:
 
|  
 
|  
 
|-
 
|-
| Bloat79
+
| <div id="Bloat79">Bloat79</div>
 
| BONUSES FOR GOOD JOB
 
| BONUSES FOR GOOD JOB
 
| (Future)
 
| (Future)
Line 2,536: Line 4,832:
 
|  
 
|  
 
|-
 
|-
| Bloat80
+
| <div id="Bloat80">Bloat80</div>
 
| POND WATER USE
 
| POND WATER USE
 
| Completed
 
| Completed
Line 2,542: Line 4,838:
 
|  
 
|  
 
|-
 
|-
| Bloat81
+
| <div id="Bloat81">Bloat81</div>
 
| VISIBLE SWIMMERS
 
| VISIBLE SWIMMERS
 
| Completed
 
| Completed
Line 2,548: Line 4,844:
 
|  
 
|  
 
|-
 
|-
| Bloat82
+
| <div id="Bloat82">Bloat82</div>
 
| EXTEND RANSACKING
 
| EXTEND RANSACKING
 
| (Future)
 
| (Future)
Line 2,554: Line 4,850:
 
|  
 
|  
 
|-
 
|-
| Bloat83
+
| <div id="Bloat83">Bloat83</div>
 
| PORTERS
 
| PORTERS
 
| (Future)
 
| (Future)
Line 2,560: Line 4,856:
 
|  
 
|  
 
|-
 
|-
| Bloat84
+
| <div id="Bloat84">Bloat84</div>
 
| LEFT/RIGHT SPLIT
 
| LEFT/RIGHT SPLIT
 
| Completed
 
| Completed
Line 2,566: Line 4,862:
 
|  
 
|  
 
|-
 
|-
| Bloat85
+
| <div id="Bloat85">Bloat85</div>
 
| MORE FOOD PREFS
 
| MORE FOOD PREFS
 
| (Future)
 
| (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.
 
| 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|Req129]]
 
|-
 
|-
| Bloat86
+
| <div id="Bloat86">Bloat86</div>
 
| UNIT DISTINCTIONS
 
| UNIT DISTINCTIONS
 
| (Future)
 
| (Future)
Line 2,578: Line 4,874:
 
|  
 
|  
 
|-
 
|-
| Bloat87
+
| <div id="Bloat87">Bloat87</div>
 
| PET ADMIRATION ISSUE
 
| PET ADMIRATION ISSUE
 
| (Future)
 
| (Future)
Line 2,584: Line 4,880:
 
|  
 
|  
 
|-
 
|-
| Bloat88
+
| <div id="Bloat88">Bloat88</div>
 
| MORE SLEEP DISTURBANCES
 
| MORE SLEEP DISTURBANCES
 
| (Future)
 
| (Future)
Line 2,590: Line 4,886:
 
|  
 
|  
 
|-
 
|-
| Bloat89
+
| <div id="Bloat89">Bloat89</div>
 
| EXTREME MOOD MODIFICATION
 
| EXTREME MOOD MODIFICATION
 
| (Future)
 
| (Future)
Line 2,596: Line 4,892:
 
|  
 
|  
 
|-
 
|-
| Bloat90
+
| <div id="Bloat90">Bloat90</div>
 
| MUTINY
 
| MUTINY
 
| (Future)
 
| (Future)
Line 2,602: Line 4,898:
 
|  
 
|  
 
|-
 
|-
| Bloat91
+
| <div id="Bloat91">Bloat91</div>
 
| HOUSE OF ANIMALS
 
| HOUSE OF ANIMALS
 
| (Future)
 
| (Future)
Line 2,608: Line 4,904:
 
|  
 
|  
 
|-
 
|-
| Bloat92
+
| <div id="Bloat92">Bloat92</div>
 
| BETTER PARTIES
 
| BETTER PARTIES
 
| (Future)
 
| (Future)
Line 2,614: Line 4,910:
 
|  
 
|  
 
|-
 
|-
| Bloat93
+
| <div id="Bloat93">Bloat93</div>
 
| AMOROUS RELATIONSHIPS
 
| AMOROUS RELATIONSHIPS
 
| (Future)
 
| (Future)
Line 2,620: Line 4,916:
 
|  
 
|  
 
|-
 
|-
| Bloat94
+
| <div id="Bloat94">Bloat94</div>
 
| INSTRUMENT USE
 
| INSTRUMENT USE
 
| (Future)
 
| (Future)
Line 2,626: Line 4,922:
 
|  
 
|  
 
|-
 
|-
| Bloat95
+
| <div id="Bloat95">Bloat95</div>
 
| GRUDGES
 
| GRUDGES
 
| (Future)
 
| (Future)
Line 2,632: Line 4,928:
 
|  
 
|  
 
|-
 
|-
| Bloat96
+
| <div id="Bloat96">Bloat96</div>
 
| WAGE ADJUSTMENT
 
| WAGE ADJUSTMENT
 
| (Future)
 
| (Future)
Line 2,638: Line 4,934:
 
|  
 
|  
 
|-
 
|-
| Bloat97
+
| <div id="Bloat97">Bloat97</div>
 
| ETCHING
 
| ETCHING
 
| (Future)
 
| (Future)
Line 2,644: Line 4,940:
 
|  
 
|  
 
|-
 
|-
| Bloat98
+
| <div id="Bloat98">Bloat98</div>
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| Completed
 
| Completed
Line 2,650: Line 4,946:
 
|  
 
|  
 
|-
 
|-
| Bloat99
+
| <div id="Bloat99">Bloat99</div>
 
| SELF-SERVICE HEALTHCARE
 
| SELF-SERVICE HEALTHCARE
 
| (Future)
 
| (Future)
Line 2,656: Line 4,952:
 
|  
 
|  
 
|-
 
|-
| Bloat100
+
| <div id="Bloat100">Bloat100</div>
 
| TECHNICAL SITE EXTENSIONS
 
| TECHNICAL SITE EXTENSIONS
 
| Completed
 
| Completed
Line 2,662: Line 4,958:
 
|  
 
|  
 
|-
 
|-
| Bloat101
+
| <div id="Bloat101">Bloat101</div>
 
| CAGE OPTIMIZATION
 
| CAGE OPTIMIZATION
 
| (Future)
 
| (Future)
Line 2,668: Line 4,964:
 
|  
 
|  
 
|-
 
|-
| Bloat102
+
| <div id="Bloat102">Bloat102</div>
 
| AMMO FETCHING
 
| AMMO FETCHING
 
| (Future)
 
| (Future)
Line 2,674: Line 4,970:
 
|  
 
|  
 
|-
 
|-
| Bloat103
+
| <div id="Bloat103">Bloat103</div>
 
| THIEF AI
 
| THIEF AI
 
| (Future)
 
| (Future)
Line 2,680: Line 4,976:
 
|  
 
|  
 
|-
 
|-
| Bloat104
+
| <div id="Bloat104">Bloat104</div>
 
| CHITIN PROCESSING
 
| CHITIN PROCESSING
 
| (Future)
 
| (Future)
Line 2,686: Line 4,982:
 
|  
 
|  
 
|-
 
|-
| Bloat105
+
| <div id="Bloat105">Bloat105</div>
 
| OSTRACISM AND SOCIAL STIGMA
 
| OSTRACISM AND SOCIAL STIGMA
 
| (Future)
 
| (Future)
Line 2,692: Line 4,988:
 
|  
 
|  
 
|-
 
|-
| Bloat106
+
| <div id="Bloat106">Bloat106</div>
 
| JUSTICE INTERFACE
 
| JUSTICE INTERFACE
 
| (Future)
 
| (Future)
Line 2,698: Line 4,994:
 
|  
 
|  
 
|-
 
|-
| Bloat107
+
| <div id="Bloat107">Bloat107</div>
 
| THIEF INFORMATION
 
| THIEF INFORMATION
 
| (Future)
 
| (Future)
Line 2,704: Line 5,000:
 
|  
 
|  
 
|-
 
|-
| Bloat108
+
| <div id="Bloat108">Bloat108</div>
 
| IMPROVE HISTORY SCREEN
 
| IMPROVE HISTORY SCREEN
 
| (Future)
 
| (Future)
Line 2,710: Line 5,006:
 
|  
 
|  
 
|-
 
|-
| Bloat109
+
| <div id="Bloat109">Bloat109</div>
 
| DRINK IMPROVEMENTS
 
| DRINK IMPROVEMENTS
 
| (Future)
 
| (Future)
Line 2,716: Line 5,012:
 
|  
 
|  
 
|-
 
|-
| Bloat110
+
| <div id="Bloat110">Bloat110</div>
 
| CAVE-IN INJURIES
 
| CAVE-IN INJURIES
 
| (Future)
 
| (Future)
Line 2,722: Line 5,018:
 
|  
 
|  
 
|-
 
|-
| Bloat111
+
| <div id="Bloat111">Bloat111</div>
 
| KNOWLEDGE OF TREES
 
| KNOWLEDGE OF TREES
 
| (Future)
 
| (Future)
Line 2,728: Line 5,024:
 
|  
 
|  
 
|-
 
|-
| Bloat112
+
| <div id="Bloat112">Bloat112</div>
 
| IMPROVE CALENDAR
 
| IMPROVE CALENDAR
 
| (Future)
 
| (Future)
Line 2,734: Line 5,030:
 
|  
 
|  
 
|-
 
|-
| Bloat113
+
| <div id="Bloat113">Bloat113</div>
 
| THEFT IMPROVEMENTS
 
| THEFT IMPROVEMENTS
 
| (Future)
 
| (Future)
Line 2,740: Line 5,036:
 
|  
 
|  
 
|-
 
|-
| Bloat114
+
| <div id="Bloat114">Bloat114</div>
 
| THEFT IMPROVEMENTS
 
| THEFT IMPROVEMENTS
 
| (Future)
 
| (Future)
Line 2,746: Line 5,042:
 
|  
 
|  
 
|-
 
|-
| Bloat115
+
| <div id="Bloat115">Bloat115</div>
 
| MISSING HIST FIGS
 
| MISSING HIST FIGS
 
| (Future)
 
| (Future)
Line 2,752: Line 5,048:
 
|  
 
|  
 
|-
 
|-
| Bloat116
+
| <div id="Bloat116">Bloat116</div>
 
| ART IMAGERY
 
| ART IMAGERY
 
| (Future)
 
| (Future)
Line 2,758: Line 5,054:
 
|  
 
|  
 
|-
 
|-
| Bloat117
+
| <div id="Bloat117">Bloat117</div>
 
| SIEGE ENGINES
 
| SIEGE ENGINES
 
| (Future)
 
| (Future)
Line 2,764: Line 5,060:
 
|  
 
|  
 
|-
 
|-
| Bloat118
+
| <div id="Bloat118">Bloat118</div>
 
| INTERFACE MOVEMENT
 
| INTERFACE MOVEMENT
 
| (Future)
 
| (Future)
Line 2,770: Line 5,066:
 
|  
 
|  
 
|-
 
|-
| Bloat119
+
| <div id="Bloat119">Bloat119</div>
 
| CONTAINER CONTENTS PAGING
 
| CONTAINER CONTENTS PAGING
 
| Completed
 
| Completed
Line 2,776: Line 5,072:
 
|  
 
|  
 
|-
 
|-
| Bloat120
+
| <div id="Bloat120">Bloat120</div>
 
| JOB STATS OPTIMIZATION
 
| JOB STATS OPTIMIZATION
 
| (Future)
 
| (Future)
Line 2,782: Line 5,078:
 
|  
 
|  
 
|-
 
|-
| Bloat121
+
| <div id="Bloat121">Bloat121</div>
 
| CHAR MAP CUSTOMIZATION
 
| CHAR MAP CUSTOMIZATION
 
| Completed
 
| Completed
Line 2,788: Line 5,084:
 
|  
 
|  
 
|-
 
|-
| Bloat122
+
| <div id="Bloat122">Bloat122</div>
 
| OWNABLE LIQUIDS
 
| OWNABLE LIQUIDS
 
| (Future)
 
| (Future)
Line 2,794: Line 5,090:
 
|  
 
|  
 
|-
 
|-
| Bloat123
+
| <div id="Bloat123">Bloat123</div>
 
| SIBLING MIGRANT ISSUE
 
| SIBLING MIGRANT ISSUE
 
| (Future)
 
| (Future)
Line 2,800: Line 5,096:
 
|  
 
|  
 
|-
 
|-
| Bloat124
+
| <div id="Bloat124">Bloat124</div>
 
| SMALL MIGRANTS
 
| SMALL MIGRANTS
 
| (Future)
 
| (Future)
Line 2,806: Line 5,102:
 
|  
 
|  
 
|-
 
|-
| Bloat125
+
| <div id="Bloat125">Bloat125</div>
 
| VERMIN OFFERING RESOLUTION
 
| VERMIN OFFERING RESOLUTION
 
| (Future)
 
| (Future)
Line 2,812: Line 5,108:
 
|  
 
|  
 
|-
 
|-
| Bloat126
+
| <div id="Bloat126">Bloat126</div>
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| Completed
 
| Completed
Line 2,818: Line 5,114:
 
|  
 
|  
 
|-
 
|-
| Bloat127
+
| <div id="Bloat127">Bloat127</div>
 
| HEALING CODE TWEAK
 
| HEALING CODE TWEAK
 
| (Future)
 
| (Future)
Line 2,824: Line 5,120:
 
|  
 
|  
 
|-
 
|-
| Bloat128
+
| <div id="Bloat128">Bloat128</div>
 
| DREAMS
 
| DREAMS
 
| (Future)
 
| (Future)
Line 2,830: Line 5,126:
 
|  
 
|  
 
|-
 
|-
| Bloat129
+
| <div id="Bloat129">Bloat129</div>
 
| INVENTORY SHUFFLING
 
| INVENTORY SHUFFLING
 
| (Future)
 
| (Future)
Line 2,836: Line 5,132:
 
|  
 
|  
 
|-
 
|-
| Bloat130
+
| <div id="Bloat130">Bloat130</div>
 
| OPTIMIZATION FOR INVASIONS
 
| OPTIMIZATION FOR INVASIONS
 
| (Future)
 
| (Future)
Line 2,842: Line 5,138:
 
|  
 
|  
 
|-
 
|-
| Bloat131
+
| <div id="Bloat131">Bloat131</div>
 
| INVASION HISTORIES
 
| INVASION HISTORIES
 
| (Future)
 
| (Future)
Line 2,848: Line 5,144:
 
|  
 
|  
 
|-
 
|-
| Bloat132
+
| <div id="Bloat132">Bloat132</div>
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
Line 2,854: Line 5,150:
 
|  
 
|  
 
|-
 
|-
| Bloat133
+
| <div id="Bloat133">Bloat133</div>
 
| PHILOSOPHER ADVOCACY
 
| PHILOSOPHER ADVOCACY
 
| (Future)
 
| (Future)
Line 2,860: Line 5,156:
 
|  
 
|  
 
|-
 
|-
| Bloat134
+
| <div id="Bloat134">Bloat134</div>
 
| WIZARD STUFF
 
| WIZARD STUFF
 
| (Future)
 
| (Future)
Line 2,866: Line 5,162:
 
|  
 
|  
 
|-
 
|-
| Bloat135
+
| <div id="Bloat135">Bloat135</div>
 
| WRESTLING
 
| WRESTLING
 
| (Future)
 
| (Future)
Line 2,872: Line 5,168:
 
|  
 
|  
 
|-
 
|-
| Bloat136
+
| <div id="Bloat136">Bloat136</div>
 
| WRESTLING
 
| WRESTLING
 
| (Future)
 
| (Future)
Line 2,878: Line 5,174:
 
|  
 
|  
 
|-
 
|-
| Bloat137
+
| <div id="Bloat137">Bloat137</div>
 
| WRESTLING
 
| WRESTLING
 
| (Future)
 
| (Future)
Line 2,884: Line 5,180:
 
|  
 
|  
 
|-
 
|-
| Bloat138
+
| <div id="Bloat138">Bloat138</div>
 
| WRESTLING
 
| WRESTLING
 
| (Future)
 
| (Future)
Line 2,890: Line 5,186:
 
|  
 
|  
 
|-
 
|-
| Bloat139
+
| <div id="Bloat139">Bloat139</div>
 
| WRESTLING
 
| WRESTLING
 
| (Future)
 
| (Future)
Line 2,896: Line 5,192:
 
|  
 
|  
 
|-
 
|-
| Bloat140
+
| <div id="Bloat140">Bloat140</div>
 
| SPECIFIC WRESTLING INTERFACE
 
| SPECIFIC WRESTLING INTERFACE
 
| Completed
 
| Completed
Line 2,902: Line 5,198:
 
|  
 
|  
 
|-
 
|-
| Bloat141
+
| <div id="Bloat141">Bloat141</div>
 
| WRESTLING MOVES AND MORE INTERFACE
 
| WRESTLING MOVES AND MORE INTERFACE
 
| (Future)
 
| (Future)
Line 2,908: Line 5,204:
 
|  
 
|  
 
|-
 
|-
| Bloat142
+
| <div id="Bloat142">Bloat142</div>
 
| AND MORE WRESTLING
 
| AND MORE WRESTLING
 
| (Future)
 
| (Future)
Line 2,914: Line 5,210:
 
|  
 
|  
 
|-
 
|-
| Bloat143
+
| <div id="Bloat143">Bloat143</div>
 
| PUNISHMENT
 
| PUNISHMENT
 
| (Future)
 
| (Future)
Line 2,920: Line 5,216:
 
|  
 
|  
 
|-
 
|-
| Bloat144
+
| <div id="Bloat144">Bloat144</div>
 
| DISEASE AND INFECTION
 
| DISEASE AND INFECTION
 
| (Future)
 
| (Future)
Line 2,926: Line 5,222:
 
|  
 
|  
 
|-
 
|-
| Bloat145
+
| <div id="Bloat145">Bloat145</div>
 
| RUST
 
| RUST
 
| (Future)
 
| (Future)
Line 2,932: Line 5,228:
 
|  
 
|  
 
|-
 
|-
| Bloat146
+
| <div id="Bloat146">Bloat146</div>
 
| HUMAN TOWN MODE
 
| HUMAN TOWN MODE
 
| (Future)
 
| (Future)
Line 2,938: Line 5,234:
 
|  
 
|  
 
|-
 
|-
| Bloat147
+
| <div id="Bloat147">Bloat147</div>
 
| WIZARD MODE
 
| WIZARD MODE
 
| (Future)
 
| (Future)
Line 2,944: Line 5,240:
 
|  
 
|  
 
|-
 
|-
| Bloat148
+
| <div id="Bloat148">Bloat148</div>
 
| EARLY GAME
 
| EARLY GAME
 
| (Future)
 
| (Future)
Line 2,950: Line 5,246:
 
|  
 
|  
 
|-
 
|-
| Bloat149
+
| <div id="Bloat149">Bloat149</div>
 
| LATE GAME
 
| LATE GAME
 
| (Future)
 
| (Future)
Line 2,956: Line 5,252:
 
|  
 
|  
 
|-
 
|-
| Bloat150
+
| <div id="Bloat150">Bloat150</div>
 
| WORLD CUSTOMIZATION
 
| WORLD CUSTOMIZATION
 
| (Future)
 
| (Future)
Line 2,962: Line 5,258:
 
|  
 
|  
 
|-
 
|-
| Bloat151
+
| <div id="Bloat151">Bloat151</div>
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
Line 2,968: Line 5,264:
 
|  
 
|  
 
|-
 
|-
| Bloat152
+
| <div id="Bloat152">Bloat152</div>
 
| FIGURINE SHAPES
 
| FIGURINE SHAPES
 
| (Future)
 
| (Future)
Line 2,974: Line 5,270:
 
|  
 
|  
 
|-
 
|-
| Bloat153
+
| <div id="Bloat153">Bloat153</div>
 
| MORE UNIT SCREENS
 
| MORE UNIT SCREENS
 
| (Future)
 
| (Future)
Line 2,980: Line 5,276:
 
|  
 
|  
 
|-
 
|-
| Bloat154
+
| <div id="Bloat154">Bloat154</div>
 
| ACTIVATE SOLDIERS FROM MAIN SCREEN
 
| ACTIVATE SOLDIERS FROM MAIN SCREEN
 
| Completed
 
| Completed
Line 2,986: Line 5,282:
 
|  
 
|  
 
|-
 
|-
| Bloat155
+
| <div id="Bloat155">Bloat155</div>
 
| MERCHANT FOOD PRICES
 
| MERCHANT FOOD PRICES
 
| (Future)
 
| (Future)
Line 2,992: Line 5,288:
 
|  
 
|  
 
|-
 
|-
| Bloat156
+
| <div id="Bloat156">Bloat156</div>
 
| SIEGE ENGINE IMPROVEMENT
 
| SIEGE ENGINE IMPROVEMENT
 
| Completed
 
| Completed
Line 2,998: Line 5,294:
 
|  
 
|  
 
|-
 
|-
| Bloat157
+
| <div id="Bloat157">Bloat157</div>
 
| EXCISE SOME OLD PLOT STUFF
 
| EXCISE SOME OLD PLOT STUFF
 
| Completed
 
| Completed
Line 3,004: Line 5,300:
 
|  
 
|  
 
|-
 
|-
| Bloat158
+
| <div id="Bloat158">Bloat158</div>
 
| COIN IMAGES
 
| COIN IMAGES
 
| Completed
 
| Completed
Line 3,010: Line 5,306:
 
|  
 
|  
 
|-
 
|-
| Bloat159
+
| <div id="Bloat159">Bloat159</div>
 
| CHANGE SNEAK SKILL
 
| CHANGE SNEAK SKILL
 
| (Future)
 
| (Future)
Line 3,016: Line 5,312:
 
|  
 
|  
 
|-
 
|-
| Bloat160
+
| <div id="Bloat160">Bloat160</div>
 
| KILL VERMIN
 
| KILL VERMIN
 
| (Future)
 
| (Future)
Line 3,022: Line 5,318:
 
|  
 
|  
 
|-
 
|-
| Bloat161
+
| <div id="Bloat161">Bloat161</div>
 
| MORE PLAYER ABUSE
 
| MORE PLAYER ABUSE
 
| (Future)
 
| (Future)
Line 3,028: Line 5,324:
 
|  
 
|  
 
|-
 
|-
| Bloat162
+
| <div id="Bloat162">Bloat162</div>
 
| POWDER THROWS
 
| POWDER THROWS
 
| (Future)
 
| (Future)
Line 3,034: Line 5,330:
 
|  
 
|  
 
|-
 
|-
| Bloat163
+
| <div id="Bloat163">Bloat163</div>
 
| COLLECTOR QUESTS
 
| COLLECTOR QUESTS
 
| (Future)
 
| (Future)
Line 3,040: Line 5,336:
 
|  
 
|  
 
|-
 
|-
| Bloat164
+
| <div id="Bloat164">Bloat164</div>
 
| ITEM PLACEMENT
 
| ITEM PLACEMENT
 
| (Future)
 
| (Future)
Line 3,046: Line 5,342:
 
|  
 
|  
 
|-
 
|-
| Bloat165
+
| <div id="Bloat165">Bloat165</div>
 
| WALL HANGINGS AND RUGS
 
| WALL HANGINGS AND RUGS
 
| (Future)
 
| (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.
 
| 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
+
| [[#Core43|Core43]]
 
|-
 
|-
| Bloat166
+
| <div id="Bloat166">Bloat166</div>
 
| BATHS
 
| BATHS
 
| (Future)
 
| (Future)
Line 3,058: Line 5,354:
 
|  
 
|  
 
|-
 
|-
| Bloat167
+
| <div id="Bloat167">Bloat167</div>
 
| ANIMAL PREFS AND DEATH
 
| ANIMAL PREFS AND DEATH
 
| (Future)
 
| (Future)
Line 3,064: Line 5,360:
 
|  
 
|  
 
|-
 
|-
| Bloat168
+
| <div id="Bloat168">Bloat168</div>
 
| PET EATERS
 
| PET EATERS
 
| (Future)
 
| (Future)
Line 3,070: Line 5,366:
 
|  
 
|  
 
|-
 
|-
| Bloat169
+
| <div id="Bloat169">Bloat169</div>
 
| INSIDE WILDLIFE
 
| INSIDE WILDLIFE
 
| Completed
 
| Completed
Line 3,076: Line 5,372:
 
|  
 
|  
 
|-
 
|-
| Bloat170
+
| <div id="Bloat170">Bloat170</div>
 
| ROOM CLEANING
 
| ROOM CLEANING
 
| (Future)
 
| (Future)
Line 3,082: Line 5,378:
 
|  
 
|  
 
|-
 
|-
| Bloat171
+
| <div id="Bloat171">Bloat171</div>
 
| ADVENTURER AND TOYS
 
| ADVENTURER AND TOYS
 
| (Future)
 
| (Future)
Line 3,088: Line 5,384:
 
|  
 
|  
 
|-
 
|-
| Bloat172
+
| <div id="Bloat172">Bloat172</div>
 
| DEEP SITES
 
| DEEP SITES
 
| (Future)
 
| (Future)
Line 3,094: Line 5,390:
 
|  
 
|  
 
|-
 
|-
| Bloat173
+
| <div id="Bloat173">Bloat173</div>
 
| FINDING BUYERS
 
| FINDING BUYERS
 
| (Future)
 
| (Future)
Line 3,100: Line 5,396:
 
|  
 
|  
 
|-
 
|-
| Bloat174
+
| <div id="Bloat174">Bloat174</div>
 
| NOBLE RANK SYSTEM
 
| NOBLE RANK SYSTEM
 
| Completed
 
| Completed
Line 3,106: Line 5,402:
 
|  
 
|  
 
|-
 
|-
| Bloat175
+
| <div id="Bloat175">Bloat175</div>
 
| CARE PACKAGES
 
| CARE PACKAGES
 
| (Future)
 
| (Future)
Line 3,112: Line 5,408:
 
|  
 
|  
 
|-
 
|-
| Bloat176
+
| <div id="Bloat176">Bloat176</div>
 
| PHYSICAL FEATURES
 
| PHYSICAL FEATURES
 
| (Future)
 
| (Future)
Line 3,118: Line 5,414:
 
|  
 
|  
 
|-
 
|-
| Bloat177
+
| <div id="Bloat177">Bloat177</div>
 
| PRISON REFORM
 
| PRISON REFORM
 
| (Future)
 
| (Future)
Line 3,124: Line 5,420:
 
|  
 
|  
 
|-
 
|-
| Bloat178
+
| <div id="Bloat178">Bloat178</div>
 
| MINING TWEAK
 
| MINING TWEAK
 
| Completed
 
| Completed
Line 3,130: Line 5,426:
 
|  
 
|  
 
|-
 
|-
| Bloat179
+
| <div id="Bloat179">Bloat179</div>
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
Line 3,136: Line 5,432:
 
|  
 
|  
 
|-
 
|-
| Bloat180
+
| <div id="Bloat180">Bloat180</div>
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
Line 3,142: Line 5,438:
 
|  
 
|  
 
|-
 
|-
| Bloat181
+
| <div id="Bloat181">Bloat181</div>
 
| ABANDONMENT ISSUE
 
| ABANDONMENT ISSUE
 
| (Future)
 
| (Future)
Line 3,148: Line 5,444:
 
|  
 
|  
 
|-
 
|-
| Bloat182
+
| <div id="Bloat182">Bloat182</div>
 
| CAVE CLAIMING
 
| CAVE CLAIMING
 
| (Future)
 
| (Future)
Line 3,154: Line 5,450:
 
|  
 
|  
 
|-
 
|-
| Bloat183
+
| <div id="Bloat183">Bloat183</div>
 
| CHILD NAMING
 
| CHILD NAMING
 
| (Future)
 
| (Future)
Line 3,160: Line 5,456:
 
|  
 
|  
 
|-
 
|-
| Bloat184
+
| <div id="Bloat184">Bloat184</div>
 
| NO RECORD
 
| NO RECORD
 
| Completed
 
| Completed
Line 3,166: Line 5,462:
 
|  
 
|  
 
|-
 
|-
| Bloat185
+
| <div id="Bloat185">Bloat185</div>
 
| LIBRARIES
 
| LIBRARIES
 
| (Future)
 
| (Future)
Line 3,172: Line 5,468:
 
|  
 
|  
 
|-
 
|-
| Bloat186
+
| <div id="Bloat186">Bloat186</div>
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
Line 3,178: Line 5,474:
 
|  
 
|  
 
|-
 
|-
| Bloat187
+
| <div id="Bloat187">Bloat187</div>
 
| WRITING AND GRAPHICS
 
| WRITING AND GRAPHICS
 
| (Future)
 
| (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.
 
| 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.
|  
+
|  
 +
|-
 +
| <div id="Bloat188">Bloat188</div>
 +
| 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|Core42]]
 +
|-
 +
| <div id="Bloat189">Bloat189</div>
 +
| INTERNAL AREAS
 +
| (Future)
 +
| Internal mushroom jungles and lost whatevers and so on.
 +
|
 +
|-
 +
| <div id="Bloat190">Bloat190</div>
 +
| UNDERGROUND LAKES
 +
| Completed
 +
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.
 +
|
 +
|-
 +
| <div id="Bloat191">Bloat191</div>
 +
| 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.
 +
|
 +
|-
 +
| <div id="Bloat192">Bloat192</div>
 +
| 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.
 +
|
 +
|-
 +
| <div id="Bloat193">Bloat193</div>
 +
| DEMOGRAPHICS ISSUES 1
 +
| (Future)
 +
| If a town runs out of women, they could seek more.
 +
|
 +
|-
 +
| <div id="Bloat194">Bloat194</div>
 +
| DEMOGRAPHICS ISSUES 2
 +
| (Future)
 +
| If there are too many men in town, they could start more wars.
 +
|
 +
|-
 +
| <div id="Bloat195">Bloat195</div>
 +
| ADVENTURER MOUNTS
 +
| (Future)
 +
| Should be able to acquire mounts and beasts of burden.
 +
|
 +
|-
 +
| <div id="Bloat196">Bloat196</div>
 +
| 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.
 +
|
 +
|-
 +
| <div id="Bloat197">Bloat197</div>
 +
| MINIMAP ISSUES
 +
| (Future)
 +
| Center X on minimap and make sure it flickers properly.
 +
|
 +
|-
 +
| <div id="Bloat198">Bloat198</div>
 +
| 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.
 +
|
 +
|-
 +
| <div id="Bloat199">Bloat199</div>
 +
| MINING/CUTTING ANNOUNCEMENTS
 +
| (Future)
 +
| It could announce when current reachable wood-cutting and mining jobs are done.
 +
|
 +
|-
 +
| <div id="Bloat200">Bloat200</div>
 +
| 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.
 +
|
 +
|-
 +
| <div id="Bloat201">Bloat201</div>
 +
| 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.
 +
|
 +
|-
 +
| <div id="Bloat202">Bloat202</div>
 +
| CONVERSATION PLEASANTRIES
 +
| (Future)
 +
| Have random pleasantries with random responses.
 +
|
 +
|-
 +
| <div id="Bloat203">Bloat203</div>
 +
| SPECIFIC QUERIES
 +
| (Future)
 +
| Can ask about any entity, site, creature etc that is known to you.
 +
|
 +
|-
 +
| <div id="Bloat204">Bloat204</div>
 +
| STORE QUERIES
 +
| (Future)
 +
| Can ask about stores, people can direct you, even to another town.
 +
|
 +
|-
 +
| <div id="Bloat205">Bloat205</div>
 +
| 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.
 +
|
 +
|-
 +
| <div id="Bloat206">Bloat206</div>
 +
| DWARF/ELF COMMUNITIES
 +
| (Future)
 +
| Add meaningful things to the dwarf/elf communities.
 +
|
 +
|-
 +
| <div id="Bloat207">Bloat207</div>
 +
| SLOW ESCALATION TO VIOLENCE
 +
| (Future)
 +
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
 +
|
 +
|-
 +
| <div id="Bloat208">Bloat208</div>
 +
| VEGETATION ISSUES
 +
| (Future)
 +
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
 +
|
 +
|-
 +
| <div id="Bloat209">Bloat209</div>
 +
| REGION FACTS
 +
| (Future)
 +
| Regions can have legend facts, like what dwells there. Only show discovered populations.
 +
|
 +
|-
 +
| <div id="Bloat210">Bloat210</div>
 +
| STORE NAMES
 +
| (Future)
 +
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
 +
|
 +
|-
 +
| <div id="Bloat211">Bloat211</div>
 +
| RELATIONSHIP OPTIMIZATION
 +
| Completed
 +
| There's a technical optimization tagged in the code for how they store relationships.
 +
|
 +
|-
 +
| <div id="Bloat212">Bloat212</div>
 +
| BOTTLING
 +
| (Future)
 +
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
 +
|
 +
|-
 +
| <div id="Bloat213">Bloat213</div>
 +
| HIDDEN FUN STUFF
 +
| (Future)
 +
|
 +
|
 +
|-
 +
| <div id="Bloat214">Bloat214</div>
 +
| SPRINTING
 +
| (Future)
 +
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
 +
|
 +
|-
 +
| <div id="Bloat215">Bloat215</div>
 +
| COIN ISSUE
 +
| Completed
 +
| Technical issue with coin batches.
 +
|
 +
|-
 +
| <div id="Bloat216">Bloat216</div>
 +
| FINALIZE ART IMAGES
 +
| Completed
 +
| Art images should describe historical events, etc., rather than just being an image.
 +
|
 +
|-
 +
| <div id="Bloat217">Bloat217</div>
 +
| SAVING MAP SEEDS
 +
| Completed
 +
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
 +
|
 +
|-
 +
| <div id="Bloat218">Bloat218</div>
 +
| VEIN MINING OPTION
 +
| (Future)
 +
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
 +
|
 +
|-
 +
| <div id="Bloat219">Bloat219</div>
 +
| HISTORY GROUPING
 +
| (Future)
 +
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
 +
|
 +
|-
 +
| <div id="Bloat220">Bloat220</div>
 +
| AGING ITEMS
 +
| (Future)
 +
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
 +
|
 +
|-
 +
| <div id="Bloat221">Bloat221</div>
 +
| ART IMAGE COMPLEXITY AND IMPROVEMENT
 +
| (Future)
 +
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
 +
|
 +
|-
 +
| <div id="Bloat222">Bloat222</div>
 +
| FRIENDLY FIRE
 +
| (Future)
 +
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
 +
|
 +
|-
 +
| <div id="Bloat223">Bloat223</div>
 +
| WILDERNESS CAUTION
 +
| (Future)
 +
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory
 +
|
 +
|-
 +
| <div id="Bloat224">Bloat224</div>
 +
| STATUE IMPROVEMENTS
 +
| (Future)
 +
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
 +
|
 +
|-
 +
| <div id="Bloat225">Bloat225</div>
 +
| UNPREPARED FISH ROTTING
 +
| (Future)
 +
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.
 +
|
 +
|-
 +
| <div id="Bloat226">Bloat226</div>
 +
| WEB CHECK
 +
| (Future)
 +
| Technical issue with webs.
 +
|
 +
|-
 +
| <div id="Bloat227">Bloat227</div>
 +
| LEAPING AND PITS
 +
| (Future)
 +
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
 +
|
 +
|-
 +
| <div id="Bloat228">Bloat228</div>
 +
| ADVENTURE MODE DREAMS WHILE SLEEPING
 +
| (Future)
 +
| Dreams in adventure mode, occasionally you can get history, other information and quests this way
 +
|
 +
|-
 +
| <div id="Bloat229">Bloat229</div>
 +
| QUICKLIME
 +
| (Future)
 +
| Bake limestone in a kiln for it, and implement some uses
 +
|
 +
|-
 +
| <div id="Bloat230">Bloat230</div>
 +
| DWARVEN HUNGER
 +
| Completed
 +
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
 +
|
 +
|-
 +
| <div id="Bloat231">Bloat231</div>
 +
| HIDDEN FUN STUFF
 +
| (Future)
 +
|
 +
|
 +
|-
 +
| <div id="Bloat232">Bloat232</div>
 +
| SWEAT
 +
| (Future)
 +
| Linked to exertion, can have a number of effects.
 +
|
 +
|-
 +
| <div id="Bloat233">Bloat233</div>
 +
| ARENAS
 +
| (Future)
 +
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
 +
|
 +
|-
 +
| <div id="Bloat234">Bloat234</div>
 +
| APPROPRIATE ANIMALS FOR CIVS
 +
| (Future)
 +
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.
 +
|
 +
|-
 +
| <div id="Bloat235">Bloat235</div>
 +
| HALF-BLOCKED SKY
 +
| (Future)
 +
| "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
 +
|
 +
|-
 +
| <div id="Bloat236">Bloat236</div>
 +
| MARTIAL LAW
 +
| (Future)
 +
| Nobles could declare martial law if things get out of hand, which could have various effects.
 +
|
 +
|-
 +
| <div id="Bloat237">Bloat237</div>
 +
| EVIL ALCHEMY
 +
| (Future)
 +
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
 +
|
 +
|-
 +
| <div id="Bloat238">Bloat238</div>
 +
| REGIONAL EVIL EXPLANATIONS
 +
| (Future)
 +
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
 +
|
 +
|-
 +
| <div id="Bloat239">Bloat239</div>
 +
| REGION HISTORIES
 +
| (Future)
 +
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
 +
|
 +
|-
 +
| <div id="Bloat240">Bloat240</div>
 +
| Z VEINS
 +
| Completed
 +
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
 +
|
 +
|-
 +
| <div id="Bloat241">Bloat241</div>
 +
| CREATURE ANTICS
 +
| (Future)
 +
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
 +
|
 +
|-
 +
| <div id="Bloat242">Bloat242</div>
 +
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS
 +
| (Future)
 +
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
 +
|
 +
|-
 +
| <div id="Bloat243">Bloat243</div>
 +
| CLOTHING VARIATIONS
 +
| (Future)
 +
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
 +
|
 +
|-
 +
| <div id="Bloat244">Bloat244</div>
 +
| VOCALIZATIONS
 +
| (Future)
 +
| Battle yells, random grunts, etc.
 +
|
 +
|-
 +
| <div id="Bloat245">Bloat245</div>
 +
| IMPROVEMENT OF ENGRAVINGS
 +
| (Future)
 +
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
 +
|
 +
|-
 +
| <div id="Bloat246">Bloat246</div>
 +
| ORGAN RETENTION
 +
| (Future)
 +
| Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
 +
|
 +
|-
 +
| <div id="Bloat247">Bloat247</div>
 +
| HERBIVORES AND LIVESTOCK AND SO ON
 +
| (Future)
 +
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
 +
|
 +
|-
 +
| <div id="Bloat248">Bloat248</div>
 +
| TRANSLATION CLEARANCE
 +
| Completed
 +
| Go through and check languages for tone.
 +
|
 +
|-
 +
| <div id="Bloat249">Bloat249</div>
 +
| PROPER BLOOD SUCKING
 +
| (Future)
 +
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
 +
|
 +
|-
 +
| <div id="Bloat250">Bloat250</div>
 +
| AUTOMATIC MANDATE HANDLING
 +
| (Future)
 +
| Could add an option to make noble mandates go directly into the work order queue.
 +
|
 +
|-
 +
| <div id="Bloat251">Bloat251</div>
 +
| USEFUL TREASURER
 +
| (Future)
 +
| The treasurer could walk around and combine coin stacks.
 +
|
 +
|-
 +
| <div id="Bloat252">Bloat252</div>
 +
| ENVIRONMENTAL LEARNING
 +
| (Future)
 +
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
 +
|
 +
|-
 +
| <div id="Bloat253">Bloat253</div>
 +
| ADVANCED WORK ORDERS
 +
| (Future)
 +
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
 +
|
 +
|-
 +
| <div id="Bloat254">Bloat254</div>
 +
| GRAB-TEARS II
 +
| (Future)
 +
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
 +
|
 +
|-
 +
| <div id="Bloat255">Bloat255</div>
 +
| INCIDENTAL HANGINGS
 +
| (Future)
 +
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
 +
|
 +
|-
 +
| <div id="Bloat256">Bloat256</div>
 +
| VEGETATION MELTING/BOILING
 +
| (Future)
 +
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
 +
|
 +
|-
 +
| <div id="Bloat257">Bloat257</div>
 +
| TANNING
 +
| (Future)
 +
| Tanning should probably be made more interesting.
 +
|
 +
|-
 +
| <div id="Bloat258">Bloat258</div>
 +
| WATERPROOFING
 +
| (Future)
 +
| Waterproofing of leather might become an issue
 +
|
 +
|-
 +
| <div id="Bloat259">Bloat259</div>
 +
| TAWING
 +
| (Future)
 +
| An interesting alternative to tanning.
 +
|
 +
|-
 +
| <div id="Bloat260">Bloat260</div>
 +
| CUSTOM ENGRAVINGS
 +
| (Future)
 +
| People have expressed an interest in engraving custom text and symbols.
 +
|
 +
|-
 +
| <div id="Bloat261">Bloat261</div>
 +
| LEGEND ERASURE
 +
| (Future)
 +
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.
 +
|
 +
|-
 +
| <div id="Bloat262">Bloat262</div>
 +
| MORE THOUGHT INFORMATION
 +
| (Future)
 +
| Certain thoughts need to store additional information.
 +
|
 +
|-
 +
| <div id="Bloat263">Bloat263</div>
 +
| MASTERPIECE TRADE
 +
| (Future)
 +
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
 +
|
 +
|-
 +
| <div id="Bloat264">Bloat264</div>
 +
| DYES AND MORDANTS
 +
| (Future)
 +
| There are all sorts of things that can be done with dyes and mordants.
 +
|
 +
|-
 +
| <div id="Bloat265">Bloat265</div>
 +
| WOODEN FURNITURE DISASSEMBLY
 +
| (Future)
 +
| Ability to take apart wooden furniture.
 +
|
 +
|-
 +
| <div id="Bloat266">Bloat266</div>
 +
| TALKING ABOUT THE WEATHER
 +
| (Future)
 +
| Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.
 +
|
 +
|-
 +
| <div id="Bloat267">Bloat267</div>
 +
| EXTENDED BARTERING
 +
| (Future)
 +
| Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.
 +
|
 +
|-
 +
| <div id="Bloat268">Bloat268</div>
 +
| SCREENSHOTS
 +
| (Future)
 +
| Ability to have the game output a screenshot easily.
 +
|
 +
|-
 +
| <div id="Bloat269">Bloat269</div>
 +
| ALCHEMY
 +
| (Future)
 +
| Various uses and reactions of chemicals, acids etc.
 +
|
 +
|-
 +
| <div id="Bloat270">Bloat270</div>
 +
| COMBAT LOGS AND EVENTS
 +
| (Future)
 +
| Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
 +
|
 +
|-
 +
| <div id="Bloat271">Bloat271</div>
 +
| DRAGGING PEOPLE AROUND
 +
| (Future)
 +
| Ability to drag somebody around instead of releasing a wrestling hold when you move.
 +
|
 +
|-
 +
| <div id="Bloat272">Bloat272</div>
 +
| WATER POISONING
 +
| (Future)
 +
| Malicious creatures might attempt to poison or otherwise taint your water supply.
 +
|
 +
|-
 +
| <div id="Bloat273">Bloat273</div>
 +
| ONE-STEP OPTIONS
 +
| (Future)
 +
| Ability to set the amount of time advanced by the one-step key.
 +
|
 +
|-
 +
| <div id="Bloat274">Bloat274</div>
 +
| CUSTOM COLORS
 +
| (Future)
 +
| Customizable unit and custom profession colors.
 +
|
 +
|-
 +
| <div id="Bloat275">Bloat275</div>
 +
| REVENGE AND INJURIES
 +
| (Future)
 +
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
 +
|
 +
|-
 +
| <div id="Bloat276">Bloat276</div>
 +
| HIDDEN FUN STUFF
 +
| (Future)
 +
|
 +
|
 +
|-
 +
| <div id="Bloat277">Bloat277</div>
 +
| SOUND EVENTS
 +
| (Future)
 +
| Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.
 +
|
 +
|-
 +
| <div id="Bloat278">Bloat278</div>
 +
| TRAPS THAT PROPEL THINGS
 +
| (Future)
 +
| Weapon traps cannot propel units, but giant hammer traps should propel units.
 +
|
 +
|-
 +
| <div id="Bloat279">Bloat279</div>
 +
| IMPROVED LEVERS
 +
| (Future)
 +
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
 +
|
 +
|-
 +
| <div id="Bloat280">Bloat280</div>
 +
| ONE-WAY/SECRET DOORS
 +
| (Future)
 +
| These would be nice but raise path-finding optimization issues.
 +
|
 +
|-
 +
| <div id="Bloat281">Bloat281</div>
 +
| IMPROVE ANIMAL MANAGEMENT
 +
| (Future)
 +
| There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.
 +
|
 +
|-
 +
| <div id="Bloat282">Bloat282</div>
 +
| MORE MINERAL PROPERTIES
 +
| (Future)
 +
| The various minerals should have additional properties. These might influence dig speed and so on.
 +
|
 +
|-
 +
| <div id="Bloat283">Bloat283</div>
 +
| DEBUG OPTIONS
 +
| (Future)
 +
| Various ways to fiddle with internal settings.
 +
|
 +
|-
 +
| <div id="Bloat284">Bloat284</div>
 +
| RIVER ROCKS
 +
| (Future)
 +
| The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.
 +
|
 +
|-
 +
| <div id="Bloat285">Bloat285</div>
 +
| CREATURE RANGES
 +
| (Future)
 +
| A given creature should often have a more coherent range over the entire world, rather than going region by region.
 +
|
 +
|-
 +
| <div id="Bloat286">Bloat286</div>
 +
| RAIN POOLING
 +
| (Future)
 +
| Rain should have a chance to collect in certain areas.
 +
|
 +
|-
 +
| <div id="Bloat287">Bloat287</div>
 +
| THIN ICE
 +
| (Future)
 +
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
 +
|
 +
|-
 +
| <div id="Bloat288">Bloat288</div>
 +
| DUST STORMS
 +
| (Future)
 +
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.
 +
|
 +
|-
 +
| <div id="Bloat289">Bloat289</div>
 +
| HUMANS USE HORSES
 +
| Completed
 +
| Humans should ride horses into battle if they are available.
 +
|
 +
|-
 +
| <div id="Bloat290">Bloat290</div>
 +
| LAKE/SWAMP IMPROVEMENTS I
 +
| (Future)
 +
| Water lilies rooted to the soil below, duckweed floating in the water
 +
|
 +
|-
 +
| <div id="Bloat291">Bloat291</div>
 +
| LAKE/SWAMP IMPROVEMENTS II
 +
| (Future)
 +
| Mosquitoes and leeches.
 +
|
 +
|-
 +
| <div id="Bloat292">Bloat292</div>
 +
| DEEP AND PERSISTENT SNOW
 +
| (Future)
 +
| Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.
 +
|
 +
|-
 +
| <div id="Bloat293">Bloat293</div>
 +
| LOCAL ROADS
 +
| (Future)
 +
| Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.
 +
|
 +
|-
 +
| <div id="Bloat294">Bloat294</div>
 +
| CLEANING ADJACENT INACCESSIBLE SQUARES
 +
| (Future)
 +
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
 +
|
 +
|-
 +
| <div id="Bloat295">Bloat295</div>
 +
| WEAPON TRAP EFFECTS
 +
| (Future)
 +
| Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.
 +
|
 +
|-
 +
| <div id="Bloat296">Bloat296</div>
 +
| FINGERLESS GLOVES
 +
| (Future)
 +
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
 +
|
 +
|-
 +
| <div id="Bloat297">Bloat297</div>
 +
| CONTINUOUS ITEM AMOUNTS
 +
| (Future)
 +
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
 +
|
 +
|-
 +
| <div id="Bloat298">Bloat298</div>
 +
| IMPERFECT CONSTRUCTIONS
 +
| (Future)
 +
| You should be able to intentionally build submasterpiece buildings and items.
 +
|
 +
|-
 +
| <div id="Bloat299">Bloat299</div>
 +
| FLATWORLD
 +
| (Future)
 +
| For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.
 +
|
 +
|-
 +
| <div id="Bloat300">Bloat300</div>
 +
| ARCHERY TRAINING MATERIALS
 +
| (Future)
 +
| Standing orders for archery training regarding which material to use.
 +
|
 +
|-
 +
| <div id="Bloat301">Bloat301</div>
 +
| BUILDING SQUARE BLOCKAGES
 +
| (Future)
 +
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
 +
|
 +
|-
 +
| <div id="Bloat302">Bloat302</div>
 +
| CREATURE ART ELEMENTS
 +
| (Future)
 +
| Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.
 +
|
 +
|-
 +
| <div id="Bloat303">Bloat303</div>
 +
| NOISE POLLUTION INDICATOR
 +
| (Future)
 +
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from
 +
|
 +
|-
 +
| <div id="Bloat304">Bloat304</div>
 +
| UNDERGROUND TREE CAPS
 +
| (Future)
 +
| Evaluate elf tree caps with respect to underground tree farms.
 +
|
 +
|-
 +
| <div id="Bloat305">Bloat305</div>
 +
| GUILDS
 +
| (Future)
 +
| Bring guild back more robustly as local and civ-wide organizations.
 +
|
 +
|-
 +
| <div id="Bloat306">Bloat306</div>
 +
| HIDDEN FUN STUFF
 +
| (Future)
 +
|
 +
|
 +
|-
 +
| <div id="Bloat307">Bloat307</div>
 +
| DESCRIPTIVE INFO
 +
| (Future)
 +
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
 +
|
 +
|-
 +
| <div id="Bloat308">Bloat308</div>
 +
| QUALITY/DAMAGE CUSTOM STOCKPILES
 +
| (Future)
 +
| Allow stockpiles to specify quality/damage state.
 +
|
 +
|-
 +
| <div id="Bloat309">Bloat309</div>
 +
| SENSIBLE MIGRANT PROVISIONS
 +
| (Future)
 +
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
 +
|
 +
|-
 +
| <div id="Bloat310">Bloat310</div>
 +
| STRICT STONE BUILDING MATERIAL REQUIREMENTS
 +
| (Future)
 +
| Some buildings require rock blocks where metal ones would do.
 +
|
 +
|-
 +
| <div id="Bloat311">Bloat311</div>
 +
| UNIT INVENTORY DISPLAY
 +
| (Future)
 +
| Ability to see inventory somewhere on the unit profile screen.
 +
|
 +
|-
 +
| <div id="Bloat312">Bloat312</div>
 +
| MIGRANT CONTROL
 +
| (Future)
 +
| Ability to refuse migrant groups with repercussions.
 +
|
 +
|-
 +
| <div id="Bloat313">Bloat313</div>
 +
| STOCKPILE CONSOLIDATION
 +
| (Future)
 +
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
 +
|
 +
|-
 +
| <div id="Bloat314">Bloat314</div>
 +
| DESIGNATION SIZE INFO
 +
| (Future)
 +
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
 +
|
 +
|-
 +
| <div id="Bloat315">Bloat315</div>
 +
| DESIGNATION SHAPES
 +
| (Future)
 +
| Option to designate with circles and custom templates.
 +
|
 +
|-
 +
| <div id="Bloat316">Bloat316</div>
 +
| PIPE SECTIONS
 +
| (Future)
 +
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
 +
|
 +
|-
 +
| <div id="Bloat317">Bloat317</div>
 +
| PERSISTENT WILDS
 +
| (Future)
 +
| Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.
 +
|
 +
|-
 +
| <div id="Bloat318">Bloat318</div>
 +
| VARIOUS GRASSES
 +
| (Future)
 +
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
 +
|
 +
|-
 +
| <div id="Bloat319">Bloat319</div>
 +
| IMPROVED BLOOD TRACKING
 +
| (Future)
 +
| It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
 +
|
 +
|-
 +
| <div id="Bloat320">Bloat320</div>
 +
| WORLD-SPANNING FEATURES
 +
| (Future)
 +
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
 +
|
 +
|-
 +
| <div id="Bloat321">Bloat321</div>
 +
| FOOTPRINTS
 +
| (Future)
 +
| Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.
 +
|
 +
|-
 +
| <div id="Bloat322">Bloat322</div>
 +
| MISCELLANEOUS MATERIAL ACQUISITION
 +
| (Future)
 +
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
 +
|
 +
|-
 +
| <div id="Bloat323">Bloat323</div>
 +
| WIDER USE OF COLOR DEFINITIONS
 +
| (Future)
 +
| Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
 +
|
 +
|-
 +
| <div id="Bloat324">Bloat324</div>
 +
| FOSSILS
 +
| (Future)
 +
| Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
 +
|
 +
|-
 +
| <div id="Bloat325">Bloat325</div>
 +
| ADDITIONAL LIQUID TYPES
 +
| (Future)
 +
| Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.
 +
|
 +
|-
 +
| <div id="Bloat326">Bloat326</div>
 +
| SKY AND TOPO DISPLAY
 +
| (Future)
 +
| Add various optional methods for visualizing the 3D stuffs.
 +
|
 +
|-
 +
| <div id="Bloat327">Bloat327</div>
 +
| VARIOUS RIDING POSITIONS
 +
| (Future)
 +
| When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.
 +
|
 +
|-
 +
| <div id="Bloat328">Bloat328</div>
 +
| IMPROVED SEASHORES
 +
| (Future)
 +
| Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.
 +
|
 +
|-
 +
| <div id="Bloat329">Bloat329</div>
 +
| HIDDEN FUN STUFF
 +
| (Future)
 +
|
 +
|
 +
|-
 +
| <div id="Bloat330">Bloat330</div>
 +
| CLEANSING EVIL AREAS
 +
| (Future)
 +
| The cleansing of evil areas needs to be put back in after tracking is improved.
 +
|
 +
|-
 +
| <div id="Bloat331">Bloat331</div>
 +
| PRESSURE EQUILIBRIUM
 +
| (Future)
 +
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
 +
|
 +
|-
 +
| <div id="Bloat332">Bloat332</div>
 +
| PATTERN FLYING CRITTERS
 +
| (Future)
 +
| Put the pattern flying cave feature critters back in.
 +
|
 +
|-
 +
| <div id="Bloat333">Bloat333</div>
 +
| ARMOR CONTAMINATION FROM BLEEDING
 +
| (Future)
 +
| Requires location specific bleeding information, tied to scarring and infection.
 +
|
 +
|-
 +
| <div id="Bloat334">Bloat334</div>
 +
| IMPROVE LIQUID SINK DIRECTION
 +
| (Future)
 +
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
 +
|
 +
|-
 +
| <div id="Bloat335">Bloat335</div>
 +
| IMPROVED FARMING
 +
| (Future)
 +
| Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.
 +
|
 +
|-
 +
| <div id="Bloat336">Bloat336</div>
 +
| ITEM PLACEMENT VERSUS SMALL AREAS
 +
| (Future)
 +
| Check some issues with the placement of objects versus small isolated areas.
 +
|
 +
|-
 +
| <div id="Bloat337">Bloat337</div>
 +
| PEAT
 +
| (Future)
 +
| Make peat more than just another soil type.
 +
|
 +
|-
 +
| <div id="Bloat338">Bloat338</div>
 +
| MORE OUTDOOR MAP FEATURES
 +
| (Future)
 +
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.
 +
|
 +
|-
 +
| <div id="Bloat339">Bloat339</div>
 +
| RIVER OVERFLOWS
 +
| (Future)
 +
| River overflows and the return of the associated farming techniques.
 +
|
 +
|-
 +
| <div id="Bloat340">Bloat340</div>
 +
| BOULDER REMOVAL
 +
| (Future)
 +
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
 +
|
 +
|-
 +
| <div id="Bloat341">Bloat341</div>
 +
| STUCK-IN CONTAMINANTS
 +
| (Future)
 +
| Issues with contaminants on item that becomes stuck inside another creature.
 +
|
 +
|-
 +
| <div id="Bloat342">Bloat342</div>
 +
| MIGRANT HISTORICAL EVENTS
 +
| (Future)
 +
| Some issues with migrants and associated historical events.
 +
|
 +
|-
 +
| <div id="Bloat343">Bloat343</div>
 +
| CLIMBING
 +
| (Future)
 +
| Ability to climb terrain that would be otherwise impassable.
 +
|
 +
|-
 +
| <div id="Bloat344">Bloat344</div>
 +
| RELIGIONS AND CULTS
 +
| (Future)
 +
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.
 +
|
 +
|-
 +
| <div id="Bloat345">Bloat345</div>
 +
| WEB MOVEMENT
 +
| (Future)
 +
| Creatures that spin large webs should be able to move along the web, even in open space.
 +
|
 +
|-
 +
| <div id="Bloat346">Bloat346</div>
 +
| SUPER NIGHT SKY
 +
| (Future)
 +
| Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.
 +
|
 +
|-
 +
| <div id="Bloat347">Bloat347</div>
 +
| HEREDITY
 +
| (Future)
 +
| Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
 +
|
 +
|-
 +
| <div id="Bloat348">Bloat348</div>
 +
| LINGUISTICS
 +
| (Future)
 +
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
 +
|
 +
|-
 +
| <div id="Bloat349">Bloat349</div>
 +
| UNIT NAMES
 +
| (Future)
 +
| Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.
 +
|
 +
|-
 +
| <div id="Bloat350">Bloat350</div>
 +
| MORE MECHANISMS
 +
| (Future)
 +
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
 +
|
 +
|-
 +
| <div id="Bloat351">Bloat351</div>
 +
| UNAWARE OF PROFESSIONS
 +
| (Future)
 +
| Your adventurer should not know somebody is a "guard" for example without knowing a bit about the civilization or at least doing some observation.
 +
|
 +
|-
 +
| <div id="Bloat352">Bloat352</div>
 +
| RIVER/LAKE IMPROVEMENTS
 +
| (Future)
 +
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
 +
|
 +
|-
 +
| <div id="Bloat353">Bloat353</div>
 +
| BARRACKS FUNCTION SPLIT
 +
| (Future)
 +
| The barracks has various functions, and you should be able to say what goes on in a given barracks.
 +
|
 +
|-
 +
| <div id="Bloat354">Bloat354</div>
 +
| SAVE KITCHEN SETTINGS
 +
| (Future)
 +
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
 +
|
 +
|-
 +
| <div id="Bloat355">Bloat355</div>
 +
| TAKING NOTES
 +
| Completed
 +
| It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
 +
|
 +
|-
 +
| <div id="Bloat356">Bloat356</div>
 +
| IMPROVED FISHING
 +
| (Future)
 +
| Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.
 +
|
 +
|-
 +
| <div id="Bloat357">Bloat357</div>
 +
| HOLDING BREATH
 +
| (Future)
 +
| Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.
 +
|
 +
|-
 +
| <div id="Bloat358">Bloat358</div>
 +
| MACROS
 +
| (Future)
 +
| You should be able to make keyboard macros to perform complicated repetitive actions.
 +
|
 +
|-
 +
| <div id="Bloat359">Bloat359</div>
 +
| UNCONVENTIONAL AMMUNITION
 +
| (Future)
 +
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
 +
|
 +
|-
 +
| <div id="Bloat360">Bloat360</div>
 +
| OTHER WATER SOURCES
 +
| (Future)
 +
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
 +
|
 +
|-
 +
| <div id="Bloat361">Bloat361</div>
 +
| EMBARK PROFESSION UPDATE
 +
| (Future)
 +
| As you change skills on the embark screen, it should show the dwarf's resulting profession.
 +
|
 +
|-
 +
| <div id="Bloat362">Bloat362</div>
 +
| VERMIN BODIES
 +
| (Future)
 +
| Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.
 +
|
 +
|-
 +
| <div id="Bloat363">Bloat363</div>
 +
| FURNITURE FLUX
 +
| (Future)
 +
| You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.
 +
|
 +
|-
 +
| <div id="Bloat364">Bloat364</div>
 +
| SITE RECTANGLE INFORMATION
 +
| (Future)
 +
| Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.
 +
|
 +
|-
 +
| <div id="Bloat365">Bloat365</div>
 +
| GLACIER/OCEAN INTERFACE
 +
| (Future)
 +
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
 +
|
 +
|-
 +
| <div id="Bloat366">Bloat366</div>
 +
| SMOOTHER ELEVATION CHANGES
 +
| (Future)
 +
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
 +
|
 +
|-
 +
| <div id="Bloat367">Bloat367</div>
 +
| WATER ON BUILDINGS DISPLAY
 +
| (Future)
 +
| Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.
 +
|
 +
|-
 +
| <div id="Bloat368">Bloat368</div>
 +
| GENDER-BASED PICTURES
 +
| (Future)
 +
| You should be able to further specify which graphical tiles are used if you like.
 +
|
 +
|-
 +
| <div id="Bloat369">Bloat369</div>
 +
| LEGENDARY SWIM SPEED
 +
| (Future)
 +
| It could afford to make finer gradations for swim skill passed legendary.
 +
|
 +
|-
 +
| <div id="Bloat370">Bloat370</div>
 +
| ITEMS AND GRATES/BARS
 +
| (Future)
 +
| Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).
 +
|
 +
|-
 +
| <div id="Bloat371">Bloat371</div>
 +
| SUBORDINATE SITE POPULATIONS
 +
| (Future)
 +
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
 +
|
 +
|-
 +
| <div id="Bloat372">Bloat372</div>
 +
| MORE WITH TRAPS
 +
| (Future)
 +
| Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.
 +
|
 +
|-
 +
| <div id="Bloat373">Bloat373</div>
 +
| IMPROVED DRUNKS
 +
| (Future)
 +
| Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.
 +
|
 +
|-
 +
| <div id="Bloat374">Bloat374</div>
 +
| CONVERSATION SKILLS IN ADVENTURE MODE
 +
| (Future)
 +
| With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.
 +
|
 +
|-
 +
| <div id="Bloat375">Bloat375</div>
 +
| PRIVACY AND ADVENTURE MODE CONVERSATIONS
 +
| (Future)
 +
| Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.
 +
|
 +
|-
 +
| <div id="Bloat376">Bloat376</div>
 +
| TALKING TO GODS
 +
| (Future)
 +
| Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.
 +
|
 +
|-
 +
| <div id="Bloat377">Bloat377</div>
 +
| TEMPLE-SPECIFIC TASKS
 +
| (Future)
 +
| High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.
 +
|
 +
|-
 +
| <div id="Bloat378">Bloat378</div>
 +
| MORE BUILDING CONVERSATION
 +
| (Future)
 +
| Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.
 +
|
 +
|-
 +
| <div id="Bloat379">Bloat379</div>
 +
| LEGEND SUBSET SELECTION
 +
| (Future)
 +
| The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.
 +
|
 +
|-
 +
| <div id="Bloat380">Bloat380</div>
 +
| MOODS AND IMPRESSIONS
 +
| (Future)
 +
| In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.
 +
|
 +
|-
 +
| <div id="Bloat381">Bloat381</div>
 +
| GENERALIZE ARCHITECTURE SYSTEM
 +
| (Future)
 +
| The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.
 +
|
 +
|-
 +
| <div id="Bloat382">Bloat382</div>
 +
| MORE SPHERE LINKS FOR TEMPLES
 +
| (Future)
 +
| Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.
 +
|
 +
|-
 +
| <div id="Bloat383">Bloat383</div>
 +
| GOBLIN DUNGEONS
 +
| (Future)
 +
| The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.
 +
|
 +
|}
 +
 
 +
=Power Goals=
 +
 
 +
Power Goals are the ultimate missions for the future.
 +
 
 +
{| class="wikitable" valign="top"
 +
|- style="background:#EFEFEF"
 +
! style="width:10%"| PowerGoal
 +
! style="width:20%"| Name
 +
! style="width:10%"| Status
 +
! style="width:60%"| Description
 
|-
 
|-
| Bloat188
+
| <div id="PowerGoal_1">PowerGoal 1</div>
| KEYS
+
| MIGHTY ARMIES
 
| (Future)
 
| (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.
+
| Mighty one-square armies burning villages or reeducating people to their entity.
| Core42
 
 
|-
 
|-
| Bloat189
+
| <div id="PowerGoal_2">PowerGoal 2</div>
| INTERNAL AREAS
+
| DWARVEN ARMIES
 
| (Future)
 
| (Future)
| Internal mushroom jungles and lost whatevers and so on.
+
| Organize dwarven armies and use them to attack villages and caves on the overland map.
|
 
 
|-
 
|-
| Bloat190
+
| <div id="PowerGoal_3">PowerGoal 3</div>
| UNDERGROUND LAKES
+
| SIEGE DEFENSE
| Completed
 
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.
 
|
 
|-
 
| Bloat191
 
| SNAKES AND WORMS
 
 
| (Future)
 
| (Future)
| There are some complications from these creatures since they should always be on the ground and need to start that way.
+
| Armies torment enemy soldiers from the safety of a castle.
|
 
 
|-
 
|-
| Bloat192
+
| <div id="PowerGoal_4">PowerGoal 4</div>
| LYING AND BEING PUNISHED
+
| SIEGE PRESSURE
 
| (Future)
 
| (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.
+
| After a long siege, starving citizens eat the dead and whatever else they might fancy.
|
 
 
|-
 
|-
| Bloat193
+
| <div id="PowerGoal_5">PowerGoal 5</div>
| DEMOGRAPHICS ISSUES 1
+
| SIEGE POWER
 
| (Future)
 
| (Future)
| If a town runs out of women, they could seek more.
+
| Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.
|
 
 
|-
 
|-
| Bloat194
+
| <div id="PowerGoal_6">PowerGoal 6</div>
| DEMOGRAPHICS ISSUES 2
+
| FIGHT AND DIE IN ELONGATED WARS
 
| (Future)
 
| (Future)
| If there are too many men in town, they could start more wars.
+
| You join up with an army and follow it around.
|
 
|-
 
| 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
+
| <div id="PowerGoal_7">PowerGoal 7</div>
| SITE SPRAWL
+
| THE ONE LEFT BEHIND
 
| (Future)
 
| (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.
+
| You have a conversation with somebody whose parent died in a war.
|
 
 
|-
 
|-
| Bloat199
+
| <div id="PowerGoal_8">PowerGoal 8</div>
| MINING/CUTTING ANNOUNCEMENTS
+
| NEW SOLDIERS
 
| (Future)
 
| (Future)
| It could announce when current reachable wood-cutting and mining jobs are done.
+
| You conquer a city and take prisoners back to home, pressing them into service.
|
 
 
|-
 
|-
| Bloat200
+
| <div id="PowerGoal_9">PowerGoal 9</div>
| PERSISTENT CONVERSATIONS
+
| BETTIN' ON FORGETTIN'
 
| (Future)
 
| (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.
+
| You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.
|
 
 
|-
 
|-
| Bloat201
+
| <div id="PowerGoal_10">PowerGoal 10</div>
| CONVERSATION UTTERANCE BUILDERS
+
| HELP US!
 
| (Future)
 
| (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.
+
| A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.
|
 
 
|-
 
|-
| Bloat202
+
| <div id="PowerGoal_11">PowerGoal 11</div>
| CONVERSATION PLEASANTRIES
+
| GHOST TOWN
 
| (Future)
 
| (Future)
| Have random pleasantries with random responses.
+
| A village that was razed becomes peopled by zombies of the dead.
|
 
 
|-
 
|-
| Bloat203
+
| <div id="PowerGoal_12">PowerGoal 12</div>
| SPECIFIC QUERIES
+
| CLAIM THE THRONE
 
| (Future)
 
| (Future)
| Can ask about any entity, site, creature etc that is known to you.
+
| You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.
|
 
 
|-
 
|-
| Bloat204
+
| <div id="PowerGoal_13">PowerGoal 13</div>
| STORE QUERIES
+
| ARTIFACT QUEST
 
| (Future)
 
| (Future)
| Can ask about stores, people can direct you, even to another town.
+
| You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.
|
 
 
|-
 
|-
| Bloat205
+
| <div id="PowerGoal_14">PowerGoal 14</div>
| UNIT KNOWLEDGE
+
| THE SYSTEM
 
| (Future)
 
| (Future)
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
+
| You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.
|
 
 
|-
 
|-
| Bloat206
+
| <div id="PowerGoal_15">PowerGoal 15</div>
| DWARF/ELF COMMUNITIES
+
| REVENGE AND THE WILDERNESS
 
| (Future)
 
| (Future)
| Add meaningful things to the dwarf/elf communities.
+
| Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.
|
 
 
|-
 
|-
| Bloat207
+
| <div id="PowerGoal_16">PowerGoal 16</div>
| SLOW ESCALATION TO VIOLENCE
+
| CARE FOR YOUR STEEDS!
 
| (Future)
 
| (Future)
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
+
| You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.
|
 
 
|-
 
|-
| Bloat208
+
| <div id="PowerGoal_17">PowerGoal 17</div>
| VEGETATION ISSUES
+
| THE AFTERMATH
 
| (Future)
 
| (Future)
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
+
| Numerous scavengers pick through the remains on a recent battlefield, squabbling.
|
 
 
|-
 
|-
| Bloat209
+
| <div id="PowerGoal_18">PowerGoal 18</div>
| REGION FACTS
+
| THE WILY USURPER
 
| (Future)
 
| (Future)
| Regions can have legend facts, like what dwells there. Only show discovered populations.
+
| The evil advisor usurps the throne from the rightful heir.
|
 
 
|-
 
|-
| Bloat210
+
| <div id="PowerGoal_19">PowerGoal 19</div>
| STORE NAMES
+
| I HAVE PROOF!
 
| (Future)
 
| (Future)
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
+
| You walk into a town and shout "Behold! The left head of the ettin which I slew!"
|
 
|-
 
| Bloat211
 
| RELATIONSHIP OPTIMIZATION
 
| Completed
 
| There's a technical optimization tagged in the code for how they store relationships.
 
|
 
 
|-
 
|-
| Bloat212
+
| <div id="PowerGoal_20">PowerGoal 20</div>
| BOTTLING
+
| SETTLING DOWN
 
| (Future)
 
| (Future)
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
+
| After proving yourself in battle, you accept a gift and the hand of your spouse.
|
 
 
|-
 
|-
| Bloat213
+
| <div id="PowerGoal_21">PowerGoal 21</div>
| HIDDEN FUN STUFF
+
| THERE ARE WOMEN UPRIVER!
 
| (Future)
 
| (Future)
|  
+
| You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.
|
 
 
|-
 
|-
| Bloat214
+
| <div id="PowerGoal_22">PowerGoal 22</div>
| SPRINTING
+
| MIDNIGHT SAPPER
 
| (Future)
 
| (Future)
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
+
| In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.
|
 
 
|-
 
|-
| Bloat215
+
| <div id="PowerGoal_23">PowerGoal 23</div>
| COIN ISSUE
+
| SO YOU CAN FEEL IT
| Completed
 
| Technical issue with coin batches.
 
|
 
|-
 
| Bloat216
 
| FINALIZE ART IMAGES
 
| Completed
 
| Art images should describe historical events, etc., rather than just being an image.
 
|
 
|-
 
| Bloat217
 
| SAVING MAP SEEDS
 
| Completed
 
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
 
|
 
|-
 
| Bloat218
 
| VEIN MINING OPTION
 
 
| (Future)
 
| (Future)
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
+
| The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.
|
 
 
|-
 
|-
| Bloat219
+
| <div id="PowerGoal_24">PowerGoal 24</div>
| HISTORY GROUPING
+
| MERCHANT TRAITOR
 
| (Future)
 
| (Future)
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
+
| You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.
|
 
 
|-
 
|-
| Bloat220
+
| <div id="PowerGoal_25">PowerGoal 25</div>
| AGING ITEMS
+
| STRONG ARM ROBBERY
 
| (Future)
 
| (Future)
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
+
| You walk up to somebody and say "give me your tunic" and the guy says "a.. anything you want".
|
 
 
|-
 
|-
| Bloat221
+
| <div id="PowerGoal_26">PowerGoal 26</div>
| ART IMAGE COMPLEXITY AND IMPROVEMENT
+
| THE INTIMIDATOR
 
| (Future)
 
| (Future)
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
+
| You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.
|
 
 
|-
 
|-
| Bloat222
+
| <div id="PowerGoal_27">PowerGoal 27</div>
| FRIENDLY FIRE
+
| HUNT THE CYCLOPS
 
| (Future)
 
| (Future)
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
+
| The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.
|
 
 
|-
 
|-
| Bloat223
+
| <div id="PowerGoal_28">PowerGoal 28</div>
| WILDERNESS CAUTION
+
| RELEASE THE HOUNDS
 
| (Future)
 
| (Future)
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory
+
| You shoot somebody in the leg, and he starts limping. Then you release the hounds.
|
 
 
|-
 
|-
| Bloat224
+
| <div id="PowerGoal_29">PowerGoal 29</div>
| STATUE IMPROVEMENTS
+
| EVIDENCE OF SHAME
 
| (Future)
 
| (Future)
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
+
| The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.
|
 
 
|-
 
|-
| Bloat225
+
| <div id="PowerGoal_30">PowerGoal 30</div>
| UNPREPARED FISH ROTTING
+
| DECLAWED SNACK
 
| (Future)
 
| (Future)
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.
+
| You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.
|
 
 
|-
 
|-
| Bloat226
+
| <div id="PowerGoal_31">PowerGoal 31</div>
| WEB CHECK
+
| YOUR DAD AND JUSTICE
 
| (Future)
 
| (Future)
| Technical issue with webs.
+
| You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.
|
 
 
|-
 
|-
| Bloat227
+
| <div id="PowerGoal_32">PowerGoal 32</div>
| LEAPING AND PITS
+
| IT MUST BE POSSIBLE!
 
| (Future)
 
| (Future)
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
+
| After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.
|
 
 
|-
 
|-
| Bloat228
+
| <div id="PowerGoal_33">PowerGoal 33</div>
| ADVENTURE MODE DREAMS WHILE SLEEPING
+
| CARAVAN CONSPIRACY
 
| (Future)
 
| (Future)
| Dreams in adventure mode, occasionally you can get history, other information and quests this way
+
| The outlaws meet in the tavern to plot the robbery of the next caravan.
|
 
 
|-
 
|-
| Bloat229
+
| <div id="PowerGoal_34">PowerGoal 34</div>
| QUICKLIME
+
| BLESS OUR HERO ON THE QUEST
 
| (Future)
 
| (Future)
| Bake limestone in a kiln for it, and implement some uses
+
| Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.
|
 
 
|-
 
|-
| Bloat230
+
| <div id="PowerGoal_35">PowerGoal 35</div>
| DWARVEN HUNGER
+
| LEG BREAKER
| Completed
 
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
 
|
 
|-
 
| Bloat231
 
| HIDDEN FUN STUFF
 
 
| (Future)
 
| (Future)
|  
+
| You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.
|
 
 
|-
 
|-
| Bloat232
+
| <div id="PowerGoal_36">PowerGoal 36</div>
| SWEAT
+
| NOT WELCOME HERE
 
| (Future)
 
| (Future)
| Linked to exertion, can have a number of effects.
+
| You - "How do I find the capital?" Peasant - (spits on the ground)
|
 
 
|-
 
|-
| Bloat233
+
| <div id="PowerGoal_37">PowerGoal 37</div>
| ARENAS
+
| BLOOD IN BLOOD OUT
 
| (Future)
 
| (Future)
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
+
| All the warriors come together and toast you into their band after you kill one of their compatriots.
|
 
 
|-
 
|-
| Bloat234
+
| <div id="PowerGoal_38">PowerGoal 38</div>
| APPROPRIATE ANIMALS FOR CIVS
+
| MORNING TEMPERANCE
 
| (Future)
 
| (Future)
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.
+
| You are banished from the town for drinking before noon.
|
 
 
|-
 
|-
| Bloat235
+
| <div id="PowerGoal_39">PowerGoal 39</div>
| HALF-BLOCKED SKY
+
| RESPECTING AUTHORITY
 
| (Future)
 
| (Future)
| "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
+
| After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.
|
 
 
|-
 
|-
| Bloat236
+
| <div id="PowerGoal_40">PowerGoal 40</div>
| MARTIAL LAW
+
| THE MARKS OF A WARRIOR
 
| (Future)
 
| (Future)
| Nobles could declare martial law if things get out of hand, which could have various effects.
+
| You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.
|
 
 
|-
 
|-
| Bloat237
+
| <div id="PowerGoal_41">PowerGoal 41</div>
| EVIL ALCHEMY
+
| THE ARENA
 
| (Future)
 
| (Future)
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
+
| You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.
|
 
 
|-
 
|-
| Bloat238
+
| <div id="PowerGoal_42">PowerGoal 42</div>
| REGIONAL EVIL EXPLANATIONS
+
| THE BLACK CAPS
 
| (Future)
 
| (Future)
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
+
| The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.
|
 
 
|-
 
|-
| Bloat239
+
| <div id="PowerGoal_43">PowerGoal 43</div>
| REGION HISTORIES
+
| LET'S HAVE A DRINK!
 
| (Future)
 
| (Future)
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
+
| You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.
|
 
 
|-
 
|-
| Bloat240
+
| <div id="PowerGoal_44">PowerGoal 44</div>
| Z VEINS
+
| PATIENT PRIEST
| Completed
 
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
 
|
 
|-
 
| Bloat241
 
| CREATURE ANTICS
 
 
| (Future)
 
| (Future)
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
+
| The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.
|
 
 
|-
 
|-
| Bloat242
+
| <div id="PowerGoal_45">PowerGoal 45</div>
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS
+
| MEET THE CYBERFIST
 
| (Future)
 
| (Future)
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
+
| You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.
|
 
 
|-
 
|-
| Bloat243
+
| <div id="PowerGoal_46">PowerGoal 46</div>
| CLOTHING VARIATIONS
+
| THE GIANT ASS BOOK
 
| (Future)
 
| (Future)
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
+
| You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.
|
 
 
|-
 
|-
| Bloat244
+
| <div id="PowerGoal_47">PowerGoal 47</div>
| VOCALIZATIONS
+
| PLEA BARGAIN
 
| (Future)
 
| (Future)
| Battle yells, random grunts, etc.
+
| A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.
|
 
 
|-
 
|-
| Bloat245
+
| <div id="PowerGoal_48">PowerGoal 48</div>
| IMPROVEMENT OF ENGRAVINGS
+
| ROAD HOUSE
 
| (Future)
 
| (Future)
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
+
| Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.
|
 
 
|-
 
|-
| Bloat246
+
| <div id="PowerGoal_49">PowerGoal 49</div>
| ORGAN RETENTION
+
| SCREAM BALL
 
| (Future)
 
| (Future)
| Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
+
| Trolls take the captives and see if they can throw them all the way over the chasm to each other.
|
 
 
|-
 
|-
| Bloat247
+
| <div id="PowerGoal_50">PowerGoal 50</div>
| HERBIVORES AND LIVESTOCK AND SO ON
+
| SKULL GAMES
 
| (Future)
 
| (Future)
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
+
| Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.
|
 
|-
 
| Bloat248
 
| TRANSLATION CLEARANCE
 
| Completed
 
| Go through and check languages for tone.
 
|
 
 
|-
 
|-
| Bloat249
+
| <div id="PowerGoal_51">PowerGoal 51</div>
| PROPER BLOOD SUCKING
+
| BAD GOBLINS
 
| (Future)
 
| (Future)
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
+
| Goblins play "who can make the prisoner scream the loudest".
|
 
 
|-
 
|-
| Bloat250
+
| <div id="PowerGoal_52">PowerGoal 52</div>
| AUTOMATIC MANDATE HANDLING
+
| BEAST OF BURDEN
 
| (Future)
 
| (Future)
| Could add an option to make noble mandates go directly into the work order queue.
+
| Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.
|
 
 
|-
 
|-
| Bloat251
+
| <div id="PowerGoal_53">PowerGoal 53</div>
| USEFUL TREASURER
+
| MESSALA
 
| (Future)
 
| (Future)
| The treasurer could walk around and combine coin stacks.
+
| The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.
|
 
 
|-
 
|-
| Bloat252
+
| <div id="PowerGoal_54">PowerGoal 54</div>
| ENVIRONMENTAL LEARNING
+
| OFFICIAL CATTLE RUSTLER
 
| (Future)
 
| (Future)
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
+
| You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.
|
 
 
|-
 
|-
| Bloat253
+
| <div id="PowerGoal_55">PowerGoal 55</div>
| ADVANCED WORK ORDERS
+
| THE CORRUPT CAPTAIN
 
| (Future)
 
| (Future)
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
+
| The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.
|
 
 
|-
 
|-
| Bloat254
+
| <div id="PowerGoal_56">PowerGoal 56</div>
| GRAB-TEARS II
+
| AN UNFORTUNATE DECISION
 
| (Future)
 
| (Future)
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
+
| The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.
|
 
 
|-
 
|-
| Bloat255
+
| <div id="PowerGoal_57">PowerGoal 57</div>
| INCIDENTAL HANGINGS
+
| NICE AND CLEAN
 
| (Future)
 
| (Future)
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
+
| The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.
|
 
 
|-
 
|-
| Bloat256
+
| <div id="PowerGoal_58">PowerGoal 58</div>
| VEGETATION MELTING/BOILING
+
| WHAT WERE WE THINKING
 
| (Future)
 
| (Future)
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
+
| You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.
|
 
 
|-
 
|-
| Bloat257
+
| <div id="PowerGoal_59">PowerGoal 59</div>
| TANNING
+
| FOOLHARDY
 
| (Future)
 
| (Future)
| Tanning should probably be made more interesting.
+
| The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, "You're a fool! Don't do it!". Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.
|
 
 
|-
 
|-
| Bloat258
+
| <div id="PowerGoal_60">PowerGoal 60</div>
| WATERPROOFING
+
| HUNGRY LIKE THE WOLF
 
| (Future)
 
| (Future)
| Waterproofing of leather might become an issue
+
| You put on a talisman, turn into a werewolf, and your buddy screams, "take it off!", but you can't understand him with your beast mind and soon fill with rage and kill him.
|
 
 
|-
 
|-
| Bloat259
+
| <div id="PowerGoal_61">PowerGoal 61</div>
| TAWING
+
| REVERSE COMPOUND FRACTURE
 
| (Future)
 
| (Future)
| An interesting alternative to tanning.
+
| As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.
|
 
 
|-
 
|-
| Bloat260
+
| <div id="PowerGoal_62">PowerGoal 62</div>
| CUSTOM ENGRAVINGS
+
| THE EVIL PLAYER MEETS THE GOBLINS
 
| (Future)
 
| (Future)
| People have expressed an interest in engraving custom text and symbols.
+
| You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.
|
 
 
|-
 
|-
| Bloat261
+
| <div id="PowerGoal_63">PowerGoal 63</div>
| LEGEND ERASURE
+
| INEXPERTLY AND REPEATEDLY
 
| (Future)
 
| (Future)
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.
+
| You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.
|
 
 
|-
 
|-
| Bloat262
+
| <div id="PowerGoal_64">PowerGoal 64</div>
| MORE THOUGHT INFORMATION
+
| THE LOCAL SPIRIT
 
| (Future)
 
| (Future)
| Certain thoughts need to store additional information.
+
| You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.
|
 
 
|-
 
|-
| Bloat263
+
| <div id="PowerGoal_65">PowerGoal 65</div>
| MASTERPIECE TRADE
+
| KINDA LIKE SNOW WHITE OR SOMETHING
 
| (Future)
 
| (Future)
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
+
| You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.
|
 
 
|-
 
|-
| Bloat264
+
| <div id="PowerGoal_66">PowerGoal 66</div>
| DYES AND MORDANTS
+
| IT WAS WORTH THE TIME
 
| (Future)
 
| (Future)
| There are