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Difference between revisions of "Consolidated development"
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− | | 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 | + | | Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability unrelated to the actions of the player, so it has to be done carefully. |
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]]. | | [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]]. | ||
|- | |- |
Revision as of 16:44, 19 February 2019
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 here.
Note that, due to the page's age, many of the specific goals here may no longer be directly applicable; however, they provide a general overview of the original thought-process behind Dwarf Fortress' development, and the broader arcs are still frequently referred to in reference to current development.
Arcs
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such, the status of completeness can't be determined that easily.
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after version 1.0 is done.
Short-Term Arcs
Arc | Description | Requirements |
---|---|---|
BUSTLING TOWN ARC | The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting. | Core41, Core42, Core43, Req148, Req162, Req249, Req261, Req344, Req348, Req369, Req379, Req408, Req415, Req471, Req477, Req588, Bloat165, Bloat188, Bloat203, Bloat204, Bloat210, Bloat233, Bloat242, Bloat243, Bloat266, Bloat267, Bloat373, Bloat378, Bloat381, Bloat382, PowerGoal34, PowerGoal36, PowerGoal41, PowerGoal48, PowerGoal55, PowerGoal67, PowerGoal73, PowerGoal74, PowerGoal82, PowerGoal91, PowerGoal131, PowerGoal137 and PowerGoal148. |
FIRE AND LIGHTING ARC | The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways. | Core14, Core55, Req96 and PowerGoal150. |
BURROWS, TRANSPORTION AND AUTOMATION ARC | Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example. | Core36, Core56, Core57, Req1, Req2, Req18, Req22, Req24, Req27, Req28, Req38, Req41, Req46, Req47, Req67, Req74, Req82, Req83, Req86, Req90, Req112, Req128, Req129, Req140, Req146, Req162, Req197, Req273, Req287, Req349, Req384, Req385, Req392, Req393, Req400, Req404, Req409, Req410, Req413, Req422, Req424, Req428, Req429, Req435, Req436, Req437, Req439, Req450, Req482, Req528, Req533, Req534, Req544, Req558, Req560, Req572, Req584, Bloat6, Bloat10, Bloat19, Bloat28, Bloat30, Bloat32, Bloat54, Bloat59, Bloat60, Bloat83, Bloat218, Bloat253, Bloat281, Bloat308 and Bloat313. |
ADVANCED HELP ARC | Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help. | Core19, Core22 and Core58. |
CARAVAN ARC | As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item. | Core3, Core38, Core81, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 and PowerGoal148. |
COUNTY ARC | You should be able to develop a larger settlement outside the confines of the immediate play area. | Core28, Core29 and PowerGoal53. |
ARMY ARC | You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc. | Core26, Core27, Core35, Core45, Core46, Req18, Req29, Req61, Req71, Req81, Req125, Req126, Req221, Req273, Req301, Req371, Req398, Req414, Req417, Req427, Req444, Req449, Req475, Req478, Req496, Req503, Req545, Req571, Bloat44, Bloat117, Bloat130, Bloat131, Bloat175, Bloat289, PowerGoal1, PowerGoal2, PowerGoal3, PowerGoal4, PowerGoal5, PowerGoal6, PowerGoal7, PowerGoal8, PowerGoal11, PowerGoal17, PowerGoal40, PowerGoal59, PowerGoal70, PowerGoal71, PowerGoal76, PowerGoal92, PowerGoal98, PowerGoal119, PowerGoal127, PowerGoal130, PowerGoal138, PowerGoal140, PowerGoal141, PowerGoal142, PowerGoal143, PowerGoal144 and PowerGoal147. |
NEMESIS ARC | The civilization leaders should be fleshed out in many ways. | Core11, Core15, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 and PowerGoal122. |
RELATIONSHIPS ARC | You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon. | Core59, Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119. |
DIPLOMACY ARC | There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything. | Core33, Core62, Core63, Req174, Req177, Req291, Req451, Req527, Req542, Req543, Bloat31, Bloat72, Bloat73, PowerGoal10, PowerGoal98 and PowerGoal101. |
GHOSTS ARC | When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.). | Core67, Core68, Core69, Core70, Bloat21, PowerGoal11, PowerGoal92 and PowerGoal107. |
AFFILIATION ARC | You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful. | Core64, Core65, Core71, Req586, Req587, Bloat163, PowerGoal12, PowerGoal19, PowerGoal27, PowerGoal37, PowerGoal41, PowerGoal42, PowerGoal44, PowerGoal48 and PowerGoal54. |
COMBAT ARC | Many more combat skills and more attributes, etc. | Core72, Core73, Core74, Req45, Req54, Req85, Req92, Req104, Req149, Req164, Req171, Req183, Req188, Req192, Req198, Req199, Req200, Req206, Req224, Req230, Req233, Req234, Req290, Req315, Req330, Req331, Req340, Req352, Req403, Req466, Req532, Req568, Req575, Bloat15, Bloat55, Bloat76, Bloat102, Bloat127, Bloat135, Bloat136, Bloat137, Bloat138, Bloat139, Bloat141, Bloat142, Bloat162, Bloat222, Bloat254, Bloat271, PowerGoal28, PowerGoal29, PowerGoal61, PowerGoal63, PowerGoal77, PowerGoal79, PowerGoal89, PowerGoal90, PowerGoal93, PowerGoal94, PowerGoal96, PowerGoal103 and PowerGoal150. |
SCENARIOS ARC | Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations. | Core75, Core76, Req214, Req317, Bloat26 and Bloat143. |
LIFE CYCLE ARC | 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. |
ARTIFACT ARC | Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance. | Core79, Core80, Req395, Bloat49, Bloat173, PowerGoal13, PowerGoal60, PowerGoal68 and PowerGoal134. |
CRIME AND PUNISHMENT ARC | There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution... | Core82, Core83, Req303, Req327, Req366, Bloat53, Bloat75, Bloat143, PowerGoal14, PowerGoal22, PowerGoal23, PowerGoal25, PowerGoal26, PowerGoal38, PowerGoal47, PowerGoal66, PowerGoal80, PowerGoal91, PowerGoal99, PowerGoal124, PowerGoal126, PowerGoal136 and PowerGoal146. |
ADVENTURER SKILLS ARC | survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map. | Core84, Core85, Core86, Req32, Req34, Req99, Req107, Req168, Req236, Req302, Req327, Req491, Bloat160, Bloat317, Bloat380, PowerGoal9, PowerGoal15 and PowerGoal103. |
ADVENTURER PARTIES AND ENTITY | As an adventurer with followers, you should can your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI. | Core24, Core61, PowerGoal20 and PowerGoal135. |
DUNGEON ARC | Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world. | Core89, Core90, Core91, Req8, Req80, Req107, Req148, Req232, Req284, Req324, Req375, Req426, Req476, Req479, Req504, Req576, Bloat17, Bloat23, Bloat169, Bloat172, Bloat189, Bloat190, Bloat241, Bloat383, PowerGoal13, PowerGoal27, PowerGoal32, PowerGoal49, PowerGoal50, PowerGoal51, PowerGoal52, PowerGoal62, PowerGoal100, PowerGoal111 and PowerGoal145. |
HUMANOID ARC | Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings. | Core87, Core88, Req148, Bloat206 and PowerGoal129. |
PRESENTATION ARC | A cleaner interface and more interface and display options will make the game more accessible. Better support for translations. | Core21, Core50, Core51, Core52, Core54, Req37, Req43, Req79, Req142, Req152, Req179, Req180, Req207, Req218, Req258, Req306, Req314, Req320, Req328, Req332, Req338, Req381, Req382, Req383, Req386, Req387, Req388, Req390, Req401, Req402, Req411, Req421, Req430, Req432, Req434, Req443, Req460, Req483, Req513, Req520, Req531, Req546, Req547, Req548, Req550, Req556, Req558, Req559, Req560, Req564, Req566, Req570, Req585, Bloat52, Bloat106, Bloat107, Bloat108, Bloat118, Bloat153, Bloat199, Bloat268, Bloat303, Bloat307, Bloat311, Bloat354, Bloat355, Bloat358, Bloat361, Bloat364, Bloat368 and Bloat379. |
LANGUAGE ARC | The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways. | Core97, Core98, Core99 and Core100. |
RANDOMIZATION AND RAWS ARC | More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names. | Core53, Core92, Core93, Core94, Core95 and Core96. |
Long-Term Arcs
Arc | Description | Requirements |
---|---|---|
HIGH LEVEL PLOTS AND DIPLOMACY | Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with. | Core30, Core33, Req131, PowerGoal18, PowerGoal47, PowerGoal57, PowerGoal65, PowerGoal95 and PowerGoal124. |
LATE GAME | As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting. | Bloat149. |
EARLY GAME | The Age of Myth in world generation should be playable. | Bloat148. |
HUMAN TOWN | You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting. | Req469 and Bloat146. |
GOBLIN/KOBOLD/CAVER | Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties. | |
ELF FOREST RETREAT | Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal. | Bloat25. |
MONSTER | Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self. | PowerGoal60. |
MERCHANT | With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game. | PowerGoal62. |
MAGIC | There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers. | Bloat134, PowerGoal58, PowerGoal68, PowerGoal84, PowerGoal92, PowerGoal97, PowerGoal108, PowerGoal122 and PowerGoal128. |
CONTROL A WIZARD ENTITY | Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes. | Bloat134, Bloat147, PowerGoal58 and PowerGoal60. |
DEITY | Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography. | Bloat344, Bloat376, Bloat377, Bloat382, PowerGoal64, PowerGoal75, PowerGoal82, PowerGoal86, PowerGoal90, PowerGoal105, PowerGoal109, PowerGoal113, PowerGoal118, PowerGoal122, PowerGoal125, PowerGoal135, PowerGoal139, PowerGoal141 and PowerGoal146. |
WORLD GENERATION PARAMETERS | Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go. | Bloat150, Bloat217 and PowerGoal125. |
TERRAIN/WEATHER/SWIMMING/FLYING/BOATS | Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls. | |
PLANES | Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game. | PowerGoal81. |
EDITORS | Draw your own region maps, create your own towns, creatures, items, start situations, etc. For example, you could create Earth at various time periods (or an amalgamation of various time periods). | |
AND MORE, AND WORSE | I'm still too embarrassed to share every idea we had... The Keep and Event Horizon came up. You don't want to know. |
Building blocks for some of the arcs
Core items
Core-item | Name | Status | Description | Requirements |
---|---|---|---|---|
Core1
|
WRESTLING | Completed | Introduce close combat with various manuevers. | |
Core2
|
ADVENTURER EATING AND DRINKING | Completed | Start the adventurer with food and allow them to eat and drink. | |
Core3
|
CARAVANS | (Future) | 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 |
Core4
|
GROUND INTERACTIONS | Completed | Introduce adventurer interacting with the environment. | |
Core5
|
ADVENTURER TRAVEL | Completed | Allow the adventurer and companions to travel between sites on the world map. | |
Core6
|
BASIC ADVENTURER ENVIRONMENTAL EFFECTS | Completed | Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet. | |
Core7
|
CONVERSATIONS | Completed | Add the ability to talk to other creatures in adventure mode. | |
Core8
|
ADVENTURER SHOPS | Completed | Basic buying and selling of objects in adventure mode. | |
Core9
|
TOWNS | Completed | Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories. | |
Core10
|
OO CODE UPDATE | Completed | Update all of the major code objects to C++. | |
Core11
|
ENEMY PETS | (Future) | Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners. | |
Core12
|
END GAME | Completed | Handled dwarf mode end game. | |
Core13
|
BEAST ATTACKS | Completed | Have the larger beasts that live in the caves attack your fortress during dwarf mode. | |
Core14
|
FIRE | Completed | Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections. | |
Core15
|
PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES | (Future) | 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. | |
Core16
|
END GAME 2 | Completed | Additional dwarf mode end game. | |
Core17
|
LEGENDS | Completed | Introduce the legends screen, historical events and historical figures. | |
Core18
|
INTERFACE KEYS | Completed | Put the interface keys in editable files. | |
Core19
|
TUTORIALS | (Future) | Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily. | |
Core20
|
TITLE MOVIES | Completed | Do the intro movies with sound. | |
Core21
|
SOUND | (Future) | Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks. | |
Core22
|
ADVISORS | (Future) | Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain. | |
Core23
|
THE MANUAL | Completed | Do all of the sections of a basic manual to be viewed in-game. | |
Core24
|
ADVENTURER PARTIES | (Future) | Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option. | Core61 |
Core25
|
PLOT CLEANUP | Completed | 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
|
OVERLAND ARMIES ATTACKS | (Future) | The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default). | Core25, Core45 |
Core27
|
ARMIES OF DWARVES | (Future) | You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions. | Core26 |
Core28
|
CONTROL OF TERRITORY AND EXTERNAL LOCATIONS | (Future) | As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item. | Core29, Bloat172 |
Core29
|
EXTERNAL CONSTRUCTIONS | (Future) | World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change). | Core28 |
Core30
|
KINGDOM | (Future) | If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions. | Core28 |
Core31
|
MAPS FOR SITES | Completed | Caves and goblin fortress maps. | |
Core32
|
STARTING QUESTS | Completed | Set up asking about surroundings, basic quests and town defense. | |
Core33
|
SERVING YOUR MONARCH | (Future) | Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted. | |
Core34
|
ABANDONMENT | Completed | Preserved dwarves when you abandon a game in an 'army' for later use. | |
Core35
|
DWARF RAIDS | (Future) | If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode. | Core27 |
Core36
|
BURROWS | (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. | |
Core37
|
RETIREMENT | Completed | Add the ability to retire (or rest) your adventurer in any town. | |
Core38
|
SITE RESOURCES | (Future) | The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site. | |
Core39
|
END GAME 3 | Completed | Additional handling of dwarf mode end game. | |
Core40
|
MONSTERS | (Future) | 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
|
TOWN, HOME AND SCHEDULES | Completed | People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you. | |
Core42
|
TOWN, ITEMS | (Future) | Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources. | |
Core43
|
TOWN, IMPORTANT LOCATIONS | (Future) | Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay. | Core42 |
Core44
|
OVERLAND TOWN MIGRANTS | Completed | If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode. | |
Core45
|
CIVILIZATIONS AT WAR | (Future) | 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 |
Core46
|
ARMY BATTLES | (Future) | Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it. | Core45 |
Core47
|
CLEANING HISTORY | Completed | Unimportant dead historical figures should be abstracted away to save space. | |
Core48
|
SEAMLESS MAP | Completed | The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this. | |
Core49
|
FULL Z AXIS | Completed | The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode. | |
Core50
|
TILESET SUPPORT | (Future) | Allow graphical tiles to be used for all game objects. | |
Core51
|
SIZEABLE GAME WINDOW | (Future) | Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed. | |
Core52
|
INTERFACE OVERHAUL | (Future) | A coherent interface, additional options and mouse support. | |
Core53
|
MORE RAW FILES | (Future) | 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
|
TRANSLATION SUPPORT | (Future) | Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved. | |
Core55
|
LIGHTING | (Future) | This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc). | Req96 |
Core56
|
IMPROVED FORTRESS TRANSPORTATION | (Future) | 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
|
IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING | (Future) | As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential. | |
Core58
|
DOCUMENTATION | (Future) | The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options. | |
Core59
|
LOVE AND ROMANCE | (Future) | Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode. | |
Core60
|
HEIRS | (Future) | 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
|
ADVENTURER ENTITIES | (Future) | Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in. | Core24 |
Core62
|
FURTHER DIPLOMACY | (Future) | 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
|
SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS | (Future) | First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts. | |
Core64
|
INDIVIDUAL AFFILIATIONS | (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. | |
Core65
|
ADVENTURER SITE AFFILIATIONS | (Future) | When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups. | |
Core66
|
HIDDEN FUN STUFF | (Future) | No game is complete without it! | |
Core67
|
RUINS | (Future) | 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
|
GRAVEYARDS AND TOMBS | (Future) | Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them. | Core67 |
Core69
|
OLD BATTLEFIELDS | (Future) | 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
|
FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS | (Future) | Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events). | |
Core71
|
BANDITS AND CULTS | (Future) | It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary. | |
Core72
|
ROBUST ATTRIBUTE SYSTEM | (Future) | Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused. | |
Core73
|
COMBAT OVERHAUL | (Future) | This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense. | |
Core74
|
WOUND HANDLING | (Future) | Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here. | |
Core75
|
ADVENTURER GENERATION AND SCENARIOS | (Future) | 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. | |
Core76
|
EMBARK SCENARIOS | (Future) | Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion. | |
Core77
|
AGE AND POPULATION TRACKING FOR ENTITIES | (Future) | Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot. | |
Core78
|
WILDERNESS POPULATION TRACKING | (Future) | Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature. | |
Core79
|
COLLECTORS AND FINDING BUYERS | (Future) | 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
|
ARTIFACT MAGIC | (Future) | An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance. | |
Core81
|
TRIBUTE | (Future) | The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play. | |
Core82
|
THIEF AND SUPPORTING CAST | (Future) | Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question. | |
Core83
|
ARREST AND PUNISHMENT | (Future) | The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law. | |
Core84
|
HUNTING AND GATHERING | (Future) | You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find. | |
Core85
|
CHOP, DIG, BUILD! | (Future) | As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions. | |
Core86
|
ADVANCED ADVENTURER SKILLS | (Future) | Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first. | |
Core87
|
PROPER DWARVES | (Future) | Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples. | |
Core88
|
PROPER ELVES | (Future) | As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation... | |
Core89
|
PROPER GOBLINS | (Future) | At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play. | |
Core90
|
PROPER KOBOLDS | (Future) | Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding. | |
Core91
|
PROPER UNDERGROUND/MAP FEATURES | (Future) | Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas. | |
Core92
|
APPEARANCE VARIABLES/DESCRIPTIONS | (Future) | This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs. | |
Core93
|
RANDOMIZED MEGABEASTS AND POWERS | (Future) | (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. | Core92 |
Core94
|
RANDOMIZED REGIONS AND THEIR FLORA/FAUNA | (Future) | The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc. | Core92 |
Core95
|
RANDOMIZED ENTITIES AND CIVILIZED CREATURES | (Future) | As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects. | Core93, Core94 |
Core96
|
GENERALIZED CURSES AND OTHER ALTERATIONS | (Future) | "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects). | Core92 |
Core97
|
IMPROVED PHRASE STORAGE | (Future) | The current system of storing names is not very extendable, so it needs to be altered to support later changes. | |
Core98
|
BASIC GRAMMAR | (Future) | The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files. | Core97 |
Core99
|
WRITING | (Future) | Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this. | Core98 |
Core100
|
NEW LANGUAGE ITEMS | (Future) | Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems). | Core99 |
Reqs
Reqs are old bugs, additions and adjustments that have to be handled.
Req-item | Name | Status | Description | Requirements |
---|---|---|---|---|
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. | |
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. | |
Req3
|
TWEAK PRODUCTS OF WOOD BURNING | Completed | ||
Req4
|
PAYMENT FOR STORAGE JOBS | Completed | ||
Req5
|
STOP TREES FROM BEING ADJACENT | Completed | ||
Req6
|
CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS | Completed | ||
Req7
|
PARTY NOTIFICATION OPTION | (Future) | Option to turn off notification about dwarves organizing parties. | |
Req8
|
RIVER ACTIVITY AND ATTACKS | (Future) | If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare. | |
Req9
|
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. | |
Req11
|
IMPROVED RESCUE | (Future) | People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry. | |
Req12
|
WRESTLE TARGET PROBLEMS | Completed | A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training. | |
Req13
|
WINTER CAVE RIVER | Completed | (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on. | |
Req14
|
OUTSIDE LAVA BLOCKING | Completed | Units shouldn't attempt to enter the map if you've blocked it off with lava. | |
Req15
|
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. | |
Req17
|
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. | |
Req19
|
TARGETING PROBLEM | Completed | Champions didn't seem to want to target anything. | |
Req20
|
PILE CHECKING | (Future) | People should seek possessions in bins/piles before the economy starts. They used 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. | |
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. | |
Req23
|
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. | |
Req25
|
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. | |
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. | |
Req28
|
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. | |
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. | |
Req31
|
EXPAND AVAILABLE EQUIPMENT FOR SETTLERS | Completed | ||
Req32
|
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. | |
Req34
|
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. | Req34 |
Req36
|
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. | |
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. | |
Req39
|
AXES FOR WOODCUTTERS | Completed | ||
Req40
|
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. | |
Req42
|
STOP JOB RESUME WHEN UNDER ATTACK | Completed | ||
Req43
|
MOVIE MAKER INTERFACE | (Future) | Put fast-forward back in, some other tweaks. | |
Req44
|
JOB ASSIGN OPTIMIZATION | Completed | ||
Req45
|
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. | |
Req47
|
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 | ||
Req49
|
POUR BUCKETS INTO BARRELS | 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. | |
Req51
|
OVER-POWERED TANTRUMS | (Future) | Damaging certain buildings is too easy. | |
Req52
|
NO RECORD | Completed | ||
Req53
|
NO RECORD | Completed | ||
Req54
|
FOCUS 3D | (Future) | Focus should respect z-coord. Focus is what tells the game you can be hit from behind. | |
Req55
|
NO RECORD | Completed | ||
Req56
|
NO RECORD | Completed | ||
Req57
|
NO RECORD | Completed | ||
Req58
|
SOLDIERS ON TOP OF MILITARY SCREEN | Completed | ||
Req59
|
COLOR ON UNIT SCREEN | Completed | ||
Req60
|
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. | |
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. | |
Req63
|
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. | |
Req65
|
CRASH BUG WITH BOWS | Completed | ||
Req66
|
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. | |
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. | |
Req69
|
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. | |
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. | |
Req72
|
WILD BEASTS POPULATING SITES | Completed | ||
Req73
|
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. | |
Req75
|
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. | |
Req77
|
SOME NEW WILDERNESS CREATURE TYPES | Completed | ||
Req78
|
TWEAK FOR PILES | Completed | ||
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. | |
Req80
|
WILDERNESS INTERACTIONS | (Future) | Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom. | |
Req81
|
ARTISANS WEARING ARMOR | (Future) | Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened. | |
Req82
|
NUMBERED JOB REPEAT | (Future) | Option to have numeric repeats for a job. | |
Req83
|
INTELLIGENT JOB HANDLING | (Future) | More job suspensions rather than complete cancellations. | |
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. | |
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.). | |
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). | |
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. | |
Req88
|
STOCKS AND CORPSES | Completed | Problem with corpses/body parts in the stockpile screen. | |
Req89
|
DIG INTERFACE PROBLEM | Completed | ||
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. | |
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. | |
Req92
|
BETTER SHOOTING INTERFACE | (Future) | Archery can neglect same square and grounded targets, need to have choice if many are in same square. | |
Req93
|
NO RECORD | Completed | ||
Req94
|
ABANDONMENT FIX | Completed | ||
Req95
|
BETTER TRAP TEXT | (Future) | Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory. | |
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. | |
Req97
|
VERMIN SWARMS IN ADVENTURE MODE | Completed | ||
Req98
|
ART IMAGES | Completed | ||
Req99
|
BURYING THINGS | (Future) | Allow items to be buried under the soil. | |
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. | |
Req101
|
HAPPINESS UPON RELEASE FROM CONFINEMENT | Completed | ||
Req102
|
SOME WAGE ADJUSTMENTS | (Future) | Jeweler and mechanic jobs should take a little longer but pay more. | |
Req103
|
NO RECORD | Completed | ||
Req104
|
SLAYER ANNOUNCEMENT | (Future) | In dwarf mode, it could include the slayer in some of the death announcements if it is warranted. | |
Req105
|
SOME BUILDING INTERACTIONS | Completed | ||
Req106
|
FINALIZING THE STATE OF ACTIVE FLOWS | (Future) | If flows are active when the player quits, their effects need to be handled. | |
Req107
|
PRIMITIVE WEAPONS | (Future) | Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities. | |
Req108
|
INTERFACE BINDINGS | Completed | ||
Req109
|
FINISH TRAP BAITING | (Future) | It's very sparse right now. Gems aren't actually used. | |
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. | |
Req111
|
FILE I/O CHECKING | (Future) | It could give more feedback about save/load errors. | |
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. | |
Req113
|
RACE SPECIFIC PROFESSION NAMES | Completed | ||
Req114
|
DWARF LEVEL TWISTING ISSUES | Completed | Can see/shoot through dwarf twisted areas improperly sometimes. | |
Req115
|
NO RECORD | Completed | ||
Req116
|
PROBLEM WITH LEAVES TEXT | Completed | ||
Req117
|
PET CAGE ASSIGNMENT PROBLEM | (Future) | Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned. | |
Req118
|
SOLDIER STATIONING LOAD PROBLEM | Completed | Bug with soldier stationing after load. | |
Req119
|
LOSS OF THREAD PLANT RESOURCES | Completed | It still gives you one thread from pig tail(5). | |
Req120
|
OFF DUTY SOLDIER STORES | (Future) | Off-duty soldiers don't store their belongings, but they should. | |
Req121
|
BACKPACK AND QUIVER USE | Completed | Problem with quivers and backpacks conflicting in dwarf mode especially. | |
Req122
|
RESPECT BELT SLOT | Completed | The belt inventory slot is created by pants, but this is only partially respected. | |
Req123
|
NO RECORD | Completed | ||
Req124
|
CAVE-IN RAMIFICATIONS | (Future) | There are a few jobs that don't handle cave-ins effects properly. Possibly engraving. | |
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. | |
Req126
|
INVADERS AND WELLS | Completed | (Obsolete) Invaders are blocked by wells, but they don't destroy them. | |
Req127
|
CLARIFY DOOR DESIGNATIONS | Completed | The door designations are very confusing right now. | |
Req128
|
TRAFFIC JAMS | Completed | The creatures need to make minor path adjustments to reduce traffic before attempting to crawl. | |
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. | |
Req130
|
SOME MORE END GAME STUFF | (Future) | ||
Req131
|
RECEIVING OFFERINGS | (Future) | When you get king, you should receive offerings. | |
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. | |
Req133
|
ELVEN TRADE GOODS | (Future) | Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions. | |
Req134
|
FORTIFICATION OBJECT PROBLEMS | (Future) | Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow. | |
Req135
|
HIDDEN REQUIRED FUN STUFF | (Future) | ||
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. | |
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. | |
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. | |
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. | |
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. | |
Req141
|
HANDLE DISCONNECTED COMPONENTS | Completed | Sometimes needs to deal with disconnected caves on loss. | |
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. | |
Req143
|
ADVENTURE WEAR ISSUES | (Future) | The wearing things in adventure mode should take time and be interruptable. | |
Req144
|
NAME ENTRY | Completed | Ability to enter name manually, at least your first name (which is never translated). | |
Req145
|
CHANNEL INTERFACE PROBLEMS | Completed | Sometimes channels can display several times because of the way it links them. This can be changed. | |
Req146
|
PILE ISSUES | (Future) | Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface. | |
Req147
|
BUILD PATH VIOLATION | Completed | ||
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. | |
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. | |
Req150
|
SAFE-CAGING ISSUES | Completed | Possible problem with caging dangerous animals. | |
Req151
|
LEGENDS SCREEN | Completed | ||
Req152
|
GRAMMAR PROBLEMS | (Future) | There are various grammar problems. | |
Req153
|
LINE DRAWING | Completed | Basic problem with how line code treats adjacent squares. | |
Req154
|
PROBLEM WITH SECONDARY SCROLLING | Completed | ||
Req155
|
NO RECORD | 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. | |
Req157
|
PROBLEM WITH DISTANCE CALCULATION | Completed | ||
Req158
|
THEFT WEIGHT LIMITS | (Future) | Fix up theft weight limits. They are currently arbitrary. | |
Req159
|
ANIMAL MISCHIEF BROKEN | Completed | ||
Req160
|
INVENTORY PROBLEMS | Completed | ||
Req161
|
LEADER TITLES | (Future) | Civilization leaders need proper titles. | |
Req162
|
ENTITY RECIPES | (Future) | Civilization initial recipes. This also includes some food management for civs so food items can be created more easily. | Req129 |
Req163
|
NEMESIS SAVE BUG | Completed | ||
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. | |
Req165
|
REFINE POISONING | (Future) | Refine unit contamination amounts and levels. | |
Req166
|
REFINE WAGON AI | Completed | Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way. | |
Req167
|
NO RECORD | Completed | ||
Req168
|
ADVENTURER RIDERS | (Future) | Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible. | |
Req169
|
RAMP USAGE | Completed | ||
Req170
|
PROBLEM WITH ANIMAL TRAINING AND 3D | Completed | ||
Req171
|
TARGETING AND MOVEMENT ISSUES | (Future) | Some adventure mode melee targeting and movement code issues. | |
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. | |
Req173
|
CULLING | (Future) | Cull things when there are too many. It needs to pick the things that are less likely to be missed. | |
Req174
|
REASON FOR OFFERING | (Future) | There's no point of offering goods to your own king right now. | |
Req175
|
TRADE OPTIMIZATION | (Future) | Improve trading code. | |
Req176
|
PET TRADE PROBLEM | Completed | ||
Req177
|
KING ENTOURAGE | (Future) | Handle offering inventory concerns with these migrants, and line them up nicely perhaps. | |
Req178
|
NO RECORD | Completed | ||
Req179
|
SMALL PET INVENTORY DESCRIPTIONS | (Future) | Pet-in-inventory descriptions need to respect the body of the holder. | |
Req180
|
ENGRAVING LOOK PROBLEMS | (Future) | You can see engraving descriptions even if you are off of the facing level. | |
Req181
|
MOUNT PROJECTILE ISSUES | (Future) | There are potential problems with riders when mount becomes projectile. | |
Req182
|
BUILDING PLACEMENT INTERFACE | Completed | Need to explain why red X appears. | |
Req183
|
LOOK/SHOOT INTERFACE | (Future) | Improve look interface code a bit. Let you choose targets in shoot/throw. | |
Req184
|
FLOORS IN LOOK SENTENCES | Completed | In the look sentence in adventure mode, it could include information about the floor type. | |
Req185
|
NO RECORD | Completed | ||
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. | |
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. | |
Req188
|
SPEED REFINEMENT | (Future) | Differentiate attack and move speed. This has many ramifications and associated difficulties. | |
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. | |
Req190
|
CREATURE KNOWLEDGE | (Future) | Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode. | |
Req191
|
TREE PREFERENCES | (Future) | Tree preferences are fairly arbitrary right now. | |
Req192
|
TRANCE BONUSES | (Future) | Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly. | |
Req193
|
CHANGE ITEM ACQUISITION | (Future) | When people choose inventory items they like, they don't consider dropping what they are already wearing. | |
Req194
|
STARTING BELT OBJECTS | (Future) | Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately. | |
Req195
|
ITEM MATERIAL PROBLEM | Completed | ||
Req196
|
DRINK APPRECIATION PROBLEM | (Future) | Liking drinks is flawed, since they like the drink more if the entire drink stack is larger. | |
Req197
|
BUTCHERY OPTIMIZATION | (Future) | The butchery code can be consolidated with some other sections of the program. | |
Req198
|
KO VOMIT CHOKE | (Future) | If you are knocked out, you should choke if you vomit sometimes. | |
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. | |
Req200
|
ARCHER ISSUES | (Future) | Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers. | |
Req201
|
POTENTIAL PROJECTILE PROBLEM | (Future) | No symptoms, just a code-check. | |
Req202
|
DRESS/ROBE PROBLEM | Completed | If dresses/robes are added, there is a problem with how armor would work that needs to be addressed. | |
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. | |
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. | |
Req205
|
NO RECORD | Completed | ||
Req206
|
ITEM WRESTLING | (Future) | Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly. | |
Req207
|
CONSOLIDATE MISS ANNOUNCEMENTS | (Future) | Consolidate repeated miss announcements. A few other announcements could also be collapsed. | |
Req208
|
DEAL WITH POTASH VS ASH | Completed | ||
Req209
|
ENTITY DEF ITEM TYPES | Completed | ||
Req210
|
GROUP SKILLS IN STARTUP | Completed | ||
Req211
|
TOMB STORAGE AND ACCESSIBILITY | (Future) | Problem storing inaccessible body in tomb. The job was repeatedly created. | |
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. | |
Req213
|
BABY SEARCHER PROBLEM | Completed | Thirsty mothers cannot seek lost babies effectively. | |
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. | |
Req215
|
NEMESIS SAVE BUG | Completed | ||
Req216
|
SOME DISPLAY RATE ISSUES | Completed | ||
Req217
|
BUILDING CONSTRUCTION PROBLEM | (Future) | Suspend building constructions if item blocking the build site are unreachable. | |
Req218
|
MERCHANT ANNOUNCEMENTS | (Future) | Notification when merchants are done unloading. | |
Req219
|
VERMIN PROBLEM | (Future) | Possibly issue when cleaning vermin references. | |
Req220
|
MULTIPLE DEPOTS | (Future) | Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle. | |
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. | |
Req222
|
SAVE COIN BATCHES GLOBALLY | Completed | ||
Req223
|
SET RACE MAKER PROPERLY ON ITEMS | Completed | ||
Req224
|
PARRYING AND ITEMS | (Future) | Refine parrying chances, based on item type. | |
Req225
|
BUILD PATH VIOLATION | Completed | ||
Req226
|
BUILDING ADMIRATION BUG | (Future) | A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings. | |
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. | |
Req228
|
ALLOW MULTIPLE SITES IN A SQUARE | Completed | ||
Req229
|
PROBLEM WITH SUBREGION TYPING | Completed | ||
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. | |
Req231
|
NO RECORD | Completed | ||
Req232
|
CAVE RIVER ENTITIES | (Future) | Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc. | |
Req233
|
ISSUES WITH ITEM SHARING | Completed | There are some potential problems with shared items that need to be addressed. | |
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. | |
Req235
|
ENTITY ARMOR ISSUES | Completed | For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough. | |
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. | |
Req237
|
ASKING ABOUT SURROUNDINGS | Completed | ||
Req238
|
IMPROVE SMELTING | Completed | ||
Req239
|
REMOVE STRANGE NOBLE REQUESTS | Completed | ||
Req240
|
HAVE CONTENTS CHECKED FOR BAD TRADES | Completed | ||
Req241
|
PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS | Completed | ||
Req242
|
HIDE TRAPS FROM ADVENTURER | Completed | ||
Req243
|
PROBLEM WITH GRAB-TEARS | Completed | ||
Req244
|
PLACE CREATURES IN LARGE COMPONENTS | Completed | ||
Req245
|
PROBLEM WITH FULLSCREEN FONTS | Completed | ||
Req246
|
FINISH USING ENTITY ITEMS | Completed | ||
Req247
|
IMPROVE END GAME | Completed | ||
Req248
|
IMPROVED CAVE POPULATIONS | 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. | Core3 |
Req250
|
DEAL WITH HIRING RETIREES | Completed | ||
Req251
|
PATH BLOCK MESSAGES | Completed | On a hunt job, path block message was issued repeatedly. | |
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. | |
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. | |
Req254
|
ASSIGN WEAPON PREFS FROM MIL SCREEN | Completed | ||
Req255
|
IMPROVE SQUAD SELECTION | Completed | ||
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. | |
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. | |
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. | |
Req259
|
PROBLEM WITH SLAYER NAMES | Completed | ||
Req260
|
DEGREES OF BARTERING | (Future) | Merchants need to tell you the extent to which your offer failed. | |
Req261
|
BARTER CONTAINER PROBLEMS | (Future) | In adventure mode, container contents mess up bartering in a number of ways. | |
Req262
|
PROBLEMS WITH WATER | Completed | Water currently rots and should be value zero. | |
Req263
|
INAPPROPRIATE CONTAINERS | (Future) | Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them. | |
Req264
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STOP SPEAKING TO UNINTELLIGENT CREATURES | Completed | ||
Req265
|
RETIREMENT ISSUES | (Future) | Shouldn't be able to retire while you are talking or otherwise in the middle of something. | |
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. | |
Req267
|
PERSISTENCE OF CORPSE ASSOCIATIONS | Completed | ||
Req268
|
ADVENTURE MODE TWEAK | Completed | ||
Req269
|
PROBLEM WITH CAVE POPULATIONS BEING IN TOWN | 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. | |
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). | |
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. | |
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. | |
Req274
|
ABORTING WORLD GENERATION | Completed | Ability to leave history generation in the middle. | |
Req275
|
KIDNAPPING ISSUES | Completed | Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes. | |
Req276
|
STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS | Completed | ||
Req277
|
STRANDED NEMESES | (Future) | Making regional creatures go home properly instead of being assigned to fairly random places after a game ends. | |
Req278
|
COIN STACKS | Completed | Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need t |