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Difference between revisions of "Consolidated development"

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This is a (extended) transcript of the old "Consolidated Development Page" as it was before the redesign of the Dwarf Fortress webpage. It includes all long- and short- Term arcs, core-Items, Reqs, Bloats and Powergoals.
+
This is an (extended) transcript of the old "Consolidated Development Page" as it was before the redesign of the ''Dwarf Fortress'' webpage. It includes all long-and short-term arcs, core-items, Reqs, Bloats and Powergoals. The page itself may be found [http://www.bay12games.com/dwarves/dev_single.html here].
 +
 
 +
Note that, due to the page's age, many of the specific goals here may no longer be directly applicable; however, they provide a general overview of the original thought-process behind Dwarf Fortress' development, and the broader arcs are still frequently referred to in reference to current development.
  
 
=Arcs=
 
=Arcs=
  
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such the status of completeness can't be determined that easily.  
+
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such, the status of completeness can't be determined that easily.  
  
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after the version 1.0 is done.  
+
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after version 1.0 is done.  
  
 
==Short-Term Arcs==
 
==Short-Term Arcs==
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|-
 
|-
 
|  ADVANCED HELP ARC   
 
|  ADVANCED HELP ARC   
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help.
+
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help with this, as well as decent in-game help.
 
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
 
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
 
|-
 
|-
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|-
 
|-
 
|  LIFE CYCLE ARC
 
|  LIFE CYCLE ARC
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability un |the actions of the player, so it has to be done carefully.  
+
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability unrelated to the actions of the player, so it has to be done carefully.  
 
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
 
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
 
|-
 
|-
Line 84: Line 86:
 
|-
 
|-
 
|  ADVENTURER SKILLS ARC   
 
|  ADVENTURER SKILLS ARC   
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills |survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
+
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills related to survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
 
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].
 
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].
 
|-
 
|-
 
|  ADVENTURER PARTIES AND ENTITY   
 
|  ADVENTURER PARTIES AND ENTITY   
| As an adventurer with followers, you should can your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI.  
+
| As an adventurer with followers, you should be able to make your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI.  
 
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].
 
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].
 
|-
 
|-
 
| DUNGEON ARC   
 
| DUNGEON ARC   
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world.
+
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in better with the world.
 
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].
 
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].
 
|-
 
|-
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! style="width:10%"| Core-item
 
! style="width:10%"| Core-item
 
! style="width:15%"| Name
 
! style="width:15%"| Name
! style="width:15%"| Status
+
! style="width:10%"| Status
! style="width:40%"| Description
+
! style="width:50%"| Description
! style="width:20%"| Requirements
+
! style="width:15%"| Requirements
 
|-
 
|-
 
| <div id="Core1">Core1</div>
 
| <div id="Core1">Core1</div>
 
| WRESTLING
 
| WRESTLING
| Completed  
+
| Completed
 
| Introduce close combat with various manuevers.
 
| Introduce close combat with various manuevers.
|
+
|  
 
|-
 
|-
 
| <div id="Core2">Core2</div>
 
| <div id="Core2">Core2</div>
 
| ADVENTURER EATING AND DRINKING
 
| ADVENTURER EATING AND DRINKING
| Completed  
+
| Completed
 
| Start the adventurer with food and allow them to eat and drink.
 
| Start the adventurer with food and allow them to eat and drink.
|
+
|  
 
|-
 
|-
 
| <div id="Core3">Core3</div>
 
| <div id="Core3">Core3</div>
 
| CARAVANS
 
| CARAVANS
| (Future)  
+
| (Future)
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game| though caravans will no longer be 'generated' when needed.,entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress| although it's possible they could be abstracted a bit if they are too numerous.  
+
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous.
 
| [[#Core38|Core38]]
 
| [[#Core38|Core38]]
 
|-
 
|-
 
| <div id="Core4">Core4</div>
 
| <div id="Core4">Core4</div>
 
| GROUND INTERACTIONS
 
| GROUND INTERACTIONS
| Completed  
+
| Completed
 
| Introduce adventurer interacting with the environment.
 
| Introduce adventurer interacting with the environment.
|
+
|  
 
|-
 
|-
 
| <div id="Core5">Core5</div>
 
| <div id="Core5">Core5</div>
 
| ADVENTURER TRAVEL
 
| ADVENTURER TRAVEL
| Completed  
+
| Completed
 
| Allow the adventurer and companions to travel between sites on the world map.
 
| Allow the adventurer and companions to travel between sites on the world map.
|
+
|  
 
|-
 
|-
 
| <div id="Core6">Core6</div>
 
| <div id="Core6">Core6</div>
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
| Completed  
+
| Completed
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
|
+
|  
 
|-
 
|-
 
| <div id="Core7">Core7</div>
 
| <div id="Core7">Core7</div>
 
| CONVERSATIONS
 
| CONVERSATIONS
| Completed  
+
| Completed
 
| Add the ability to talk to other creatures in adventure mode.
 
| Add the ability to talk to other creatures in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core8">Core8</div>
 
| <div id="Core8">Core8</div>
 
| ADVENTURER SHOPS
 
| ADVENTURER SHOPS
| Completed  
+
| Completed
 
| Basic buying and selling of objects in adventure mode.
 
| Basic buying and selling of objects in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core9">Core9</div>
 
| <div id="Core9">Core9</div>
 
| TOWNS
 
| TOWNS
| Completed  
+
| Completed
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
|
+
|  
 
|-
 
|-
 
| <div id="Core10">Core10</div>
 
| <div id="Core10">Core10</div>
 
| OO CODE UPDATE
 
| OO CODE UPDATE
| Completed  
+
| Completed
 
| Update all of the major code objects to C++.
 
| Update all of the major code objects to C++.
|
+
|  
 
|-
 
|-
 
| <div id="Core11">Core11</div>
 
| <div id="Core11">Core11</div>
 
| ENEMY PETS
 
| ENEMY PETS
| (Future)  
+
| (Future)
 
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
 
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
|
+
|  
 
|-
 
|-
 
| <div id="Core12">Core12</div>
 
| <div id="Core12">Core12</div>
 
| END GAME
 
| END GAME
| Completed  
+
| Completed
 
| Handled dwarf mode end game.
 
| Handled dwarf mode end game.
|
+
|  
 
|-
 
|-
 
| <div id="Core13">Core13</div>
 
| <div id="Core13">Core13</div>
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| Completed
 
| Completed
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core14">Core14</div>
 
| <div id="Core14">Core14</div>
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| Completed
 
| Completed
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
|
+
|  
 
|-
 
|-
 
| <div id="Core15">Core15</div>
 
| <div id="Core15">Core15</div>
 
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
| (Future)
 
| (Future)
| Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur| so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
+
| Enemy leaders play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
|
+
|  
 
|-
 
|-
 
| <div id="Core16">Core16</div>
 
| <div id="Core16">Core16</div>
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| Completed
 
| Completed
 
| Additional dwarf mode end game.
 
| Additional dwarf mode end game.
|
+
|  
 
|-
 
|-
 
| <div id="Core17">Core17</div>
 
| <div id="Core17">Core17</div>
 
| LEGENDS
 
| LEGENDS
 
| Completed
 
| Completed
| Introduce the legends screen| historical events and historical figures.
+
| Introduce the legends screen, historical events and historical figures.
|
+
|  
 
|-
 
|-
 
| <div id="Core18">Core18</div>
 
| <div id="Core18">Core18</div>
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| Completed
 
| Completed
 
| Put the interface keys in editable files.
 
| Put the interface keys in editable files.
|
+
|  
 
|-
 
|-
 
| <div id="Core19">Core19</div>
 
| <div id="Core19">Core19</div>
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| (Future)
 
| (Future)
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
|
+
|  
 
|-
 
|-
 
| <div id="Core20">Core20</div>
 
| <div id="Core20">Core20</div>
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| Completed
 
| Completed
 
| Do the intro movies with sound.
 
| Do the intro movies with sound.
|
+
|  
 
|-
 
|-
 
| <div id="Core21">Core21</div>
 
| <div id="Core21">Core21</div>
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| (Future)
 
| (Future)
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
|
+
|  
 
|-
 
|-
 
| <div id="Core22">Core22</div>
 
| <div id="Core22">Core22</div>
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| (Future)
 
| (Future)
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
|
+
|  
 
|-
 
|-
 
| <div id="Core23">Core23</div>
 
| <div id="Core23">Core23</div>
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| Completed
 
| Completed
 
| Do all of the sections of a basic manual to be viewed in-game.
 
| Do all of the sections of a basic manual to be viewed in-game.
|
+
|  
 
|-
 
|-
 
| <div id="Core24">Core24</div>
 
| <div id="Core24">Core24</div>
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| PLOT CLEANUP
 
| PLOT CLEANUP
 
| Completed
 
| Completed
| The dwarf mode used to have some fixed plot events| like an attack by an undead army and so on. These were excised| but there's a lot of associated cleanup needed. Once this is established| the game will be ready for armies.
+
| The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.
|
+
|  
 
|-
 
|-
 
| <div id="Core26">Core26</div>
 
| <div id="Core26">Core26</div>
 
| OVERLAND ARMIES ATTACKS
 
| OVERLAND ARMIES ATTACKS
 
| (Future)
 
| (Future)
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).  
+
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).
 
| [[#Core25|Core25]], [[#Core45|Core45]]
 
| [[#Core25|Core25]], [[#Core45|Core45]]
 
|-
 
|-
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| ARMIES OF DWARVES
 
| ARMIES OF DWARVES
 
| (Future)
 
| (Future)
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.  
+
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.
 
| [[#Core26|Core26]]
 
| [[#Core26|Core26]]
 
|-
 
|-
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| EXTERNAL CONSTRUCTIONS
 
| EXTERNAL CONSTRUCTIONS
 
| (Future)
 
| (Future)
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).  
+
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).
 
| [[#Core28|Core28]]
 
| [[#Core28|Core28]]
 
|-
 
|-
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| KINGDOM
 
| KINGDOM
 
| (Future)
 
| (Future)
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.  
+
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.
 
| [[#Core28|Core28]]
 
| [[#Core28|Core28]]
 
|-
 
|-
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| Completed
 
| Completed
 
| Caves and goblin fortress maps.
 
| Caves and goblin fortress maps.
|
+
|  
 
|-
 
|-
 
| <div id="Core32">Core32</div>
 
| <div id="Core32">Core32</div>
 
| STARTING QUESTS
 
| STARTING QUESTS
 
| Completed
 
| Completed
| Set up asking about surroundings| basic quests and town defense.
+
| Set up asking about surroundings, basic quests and town defense.
|
+
|  
 
|-
 
|-
 
| <div id="Core33">Core33</div>
 
| <div id="Core33">Core33</div>
 
| SERVING YOUR MONARCH
 
| SERVING YOUR MONARCH
 
| (Future)
 
| (Future)
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units| you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
+
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
|
+
|  
 
|-
 
|-
 
| <div id="Core34">Core34</div>
 
| <div id="Core34">Core34</div>
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| Completed
 
| Completed
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
|
+
|  
 
|-
 
|-
 
| <div id="Core35">Core35</div>
 
| <div id="Core35">Core35</div>
 
| DWARF RAIDS
 
| DWARF RAIDS
 
| (Future)
 
| (Future)
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.  
+
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.
 
| [[#Core27|Core27]]
 
| [[#Core27|Core27]]
 
|-
 
|-
 
| <div id="Core36">Core36</div>
 
| <div id="Core36">Core36</div>
 
| BURROWS
 
| BURROWS
| Complete (partially)
+
| (Future)
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas large fortresses should become easier to manage.
+
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
|
+
|  
 
|-
 
|-
 
| <div id="Core37">Core37</div>
 
| <div id="Core37">Core37</div>
Line 417: Line 419:
 
| Completed
 
| Completed
 
| Add the ability to retire (or rest) your adventurer in any town.
 
| Add the ability to retire (or rest) your adventurer in any town.
|
+
|  
 
|-
 
|-
 
| <div id="Core38">Core38</div>
 
| <div id="Core38">Core38</div>
Line 423: Line 425:
 
| (Future)
 
| (Future)
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
|
+
|  
 
|-
 
|-
 
| <div id="Core39">Core39</div>
 
| <div id="Core39">Core39</div>
Line 429: Line 431:
 
| Completed
 
| Completed
 
| Additional handling of dwarf mode end game.
 
| Additional handling of dwarf mode end game.
|
+
|  
 
|-
 
|-
 
| <div id="Core40">Core40</div>
 
| <div id="Core40">Core40</div>
 
| MONSTERS
 
| MONSTERS
 
| (Future)
 
| (Future)
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress| due to a plot event. That might have to wait for magic.
+
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
|
+
|  
 
|-
 
|-
 
| <div id="Core41">Core41</div>
 
| <div id="Core41">Core41</div>
 
| TOWN, HOME AND SCHEDULES
 
| TOWN, HOME AND SCHEDULES
 
| Completed
 
| Completed
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep| but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
+
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
|
+
|  
 
|-
 
|-
 
| <div id="Core42">Core42</div>
 
| <div id="Core42">Core42</div>
 
| TOWN, ITEMS
 
| TOWN, ITEMS
 
| (Future)
 
| (Future)
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns,professions, trade and resources.
+
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
|
+
|  
 
|-
 
|-
 
| <div id="Core43">Core43</div>
 
| <div id="Core43">Core43</div>
Line 459: Line 461:
 
| Completed
 
| Completed
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core45">Core45</div>
 
| <div id="Core45">Core45</div>
 
| CIVILIZATIONS AT WAR
 
| CIVILIZATIONS AT WAR
 
| (Future)
 
| (Future)
| Civilizations (for example| goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.  
+
| Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.
 
| [[#Core44|Core44]]
 
| [[#Core44|Core44]]
 
|-
 
|-
Line 470: Line 472:
 
| ARMY BATTLES
 
| ARMY BATTLES
 
| (Future)
 
| (Future)
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges| tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.  
+
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.
 
| [[#Core45|Core45]]
 
| [[#Core45|Core45]]
 
|-
 
|-
Line 477: Line 479:
 
| Completed
 
| Completed
 
| Unimportant dead historical figures should be abstracted away to save space.
 
| Unimportant dead historical figures should be abstracted away to save space.
|
+
|  
 
|-
 
|-
 
| <div id="Core48">Core48</div>
 
| <div id="Core48">Core48</div>
Line 483: Line 485:
 
| Completed
 
| Completed
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
|
+
|  
 
|-
 
|-
 
| <div id="Core49">Core49</div>
 
| <div id="Core49">Core49</div>
Line 489: Line 491:
 
| Completed
 
| Completed
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core50">Core50</div>
 
| <div id="Core50">Core50</div>
Line 495: Line 497:
 
| (Future)
 
| (Future)
 
| Allow graphical tiles to be used for all game objects.
 
| Allow graphical tiles to be used for all game objects.
|
+
|  
 
|-
 
|-
 
| <div id="Core51">Core51</div>
 
| <div id="Core51">Core51</div>
 
| SIZEABLE GAME WINDOW
 
| SIZEABLE GAME WINDOW
 
| (Future)
 
| (Future)
| Allow the resizing of the game windows| and possibly the support of variable width fonts to allow more text to be displayed.
+
| Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
|
+
|  
 
|-
 
|-
 
| <div id="Core52">Core52</div>
 
| <div id="Core52">Core52</div>
Line 507: Line 509:
 
| (Future)
 
| (Future)
 
| A coherent interface, additional options and mouse support.
 
| A coherent interface, additional options and mouse support.
|
+
|  
 
|-
 
|-
 
| <div id="Core53">Core53</div>
 
| <div id="Core53">Core53</div>
 
| MORE RAW FILES
 
| MORE RAW FILES
 
| (Future)
 
| (Future)
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out| but workshop and furnace types are certainly good candidates.
+
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.
|
+
|  
 
|-
 
|-
 
| <div id="Core54">Core54</div>
 
| <div id="Core54">Core54</div>
 
| TRANSLATION SUPPORT
 
| TRANSLATION SUPPORT
 
| (Future)
 
| (Future)
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators| though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
+
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
|
+
|  
 
|-
 
|-
 
| <div id="Core55">Core55</div>
 
| <div id="Core55">Core55</div>
 
| LIGHTING
 
| LIGHTING
 
| (Future)
 
| (Future)
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).  
+
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).
 
| [[#Req96|Req96]]
 
| [[#Req96|Req96]]
 
|-
 
|-
Line 530: Line 532:
 
| IMPROVED FORTRESS TRANSPORTATION
 
| IMPROVED FORTRESS TRANSPORTATION
 
| (Future)
 
| (Future)
| Though there's always going to be room for improvement here| some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options| and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
+
| Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
|
+
|  
 
|-
 
|-
 
| <div id="Core57">Core57</div>
 
| <div id="Core57">Core57</div>
Line 537: Line 539:
 
| (Future)
 
| (Future)
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
|
+
|  
 
|-
 
|-
 
| <div id="Core58">Core58</div>
 
| <div id="Core58">Core58</div>
Line 543: Line 545:
 
| (Future)
 
| (Future)
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
|
+
|  
 
|-
 
|-
 
| <div id="Core59">Core59</div>
 
| <div id="Core59">Core59</div>
Line 549: Line 551:
 
| (Future)
 
| (Future)
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core60">Core60</div>
 
| <div id="Core60">Core60</div>
 
| HEIRS
 
| HEIRS
 
| (Future)
 
| (Future)
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants| and the notion of the family in general could afford to have more impact on the game.
+
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.
|
+
|  
 
|-
 
|-
 
| <div id="Core61">Core61</div>
 
| <div id="Core61">Core61</div>
 
| ADVENTURER ENTITIES
 
| ADVENTURER ENTITIES
 
| (Future)
 
| (Future)
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.  
+
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.
 
| [[#Core24|Core24]]
 
| [[#Core24|Core24]]
 
|-
 
|-
Line 566: Line 568:
 
| FURTHER DIPLOMACY
 
| FURTHER DIPLOMACY
 
| (Future)
 
| (Future)
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting| fun to uphold and,the state of the world| all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions| the system should be satisfying for version 1 as it merges with the caravan arc| wars| tribute and succession conflicts described in other v1 dev items.
+
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.
|
+
|  
 
|-
 
|-
 
| <div id="Core63">Core63</div>
 
| <div id="Core63">Core63</div>
 
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
| (Future)
 
| (Future)
| First of all, succession for positions needs to occur in play, so that dead liaisons are replace,| as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
+
| First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
|
+
|  
 
|-
 
|-
 
| <div id="Core64">Core64</div>
 
| <div id="Core64">Core64</div>
 
| INDIVIDUAL AFFILIATIONS
 
| INDIVIDUAL AFFILIATIONS
 
| (Future)
 
| (Future)
| People in towns should be more distinct| and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well| especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it)| and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
+
| People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
|
+
|  
 
|-
 
|-
 
| <div id="Core65">Core65</div>
 
| <div id="Core65">Core65</div>
 
| ADVENTURER SITE AFFILIATIONS
 
| ADVENTURER SITE AFFILIATIONS
 
| (Future)
 
| (Future)
| When you perform a task for an entity,you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
+
| When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
|
+
|  
 
|-
 
|-
 
| <div id="Core66">Core66</div>
 
| <div id="Core66">Core66</div>
Line 591: Line 593:
 
| (Future)
 
| (Future)
 
| No game is complete without it!
 
| No game is complete without it!
|
+
|  
 
|-
 
|-
 
| <div id="Core67">Core67</div>
 
| <div id="Core67">Core67</div>
 
| RUINS
 
| RUINS
 
| (Future)
 
| (Future)
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things| mainly the civilization in question and what happened to ruin it in the first place.  
+
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place.
 
| [[#Core68|Core68]]
 
| [[#Core68|Core68]]
 
|-
 
|-
Line 608: Line 610:
 
| OLD BATTLEFIELDS
 
| OLD BATTLEFIELDS
 
| (Future)
 
| (Future)
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces| especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields| but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
+
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
|
+
|  
 
|-
 
|-
 
| <div id="Core70">Core70</div>
 
| <div id="Core70">Core70</div>
| FORTRESS RUINS,PRODUCTION TRACKING AND HISTORY TRIGGERS
+
| FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS
 
| (Future)
 
| (Future)
 
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
 
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
|
+
|  
 
|-
 
|-
 
| <div id="Core71">Core71</div>
 
| <div id="Core71">Core71</div>
Line 621: Line 623:
 
| (Future)
 
| (Future)
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
|
+
|  
 
|-
 
|-
 
| <div id="Core72">Core72</div>
 
| <div id="Core72">Core72</div>
Line 627: Line 629:
 
| (Future)
 
| (Future)
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
|
+
|  
 
|-
 
|-
 
| <div id="Core73">Core73</div>
 
| <div id="Core73">Core73</div>
Line 633: Line 635:
 
| (Future)
 
| (Future)
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
|
+
|  
 
|-
 
|-
 
| <div id="Core74">Core74</div>
 
| <div id="Core74">Core74</div>
Line 639: Line 641:
 
| (Future)
 
| (Future)
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
|
+
|  
 
|-
 
|-
 
| <div id="Core75">Core75</div>
 
| <div id="Core75">Core75</div>
 
| ADVENTURER GENERATION AND SCENARIOS
 
| ADVENTURER GENERATION AND SCENARIOS
 
| (Future)
 
| (Future)
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here| from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world| creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
+
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fully into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
|
+
|  
 
|-
 
|-
 
| <div id="Core76">Core76</div>
 
| <div id="Core76">Core76</div>
Line 651: Line 653:
 
| (Future)
 
| (Future)
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
|
+
|  
 
|-
 
|-
 
| <div id="Core77">Core77</div>
 
| <div id="Core77">Core77</div>
Line 657: Line 659:
 
| (Future)
 
| (Future)
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
|
+
|  
 
|-
 
|-
 
| <div id="Core78">Core78</div>
 
| <div id="Core78">Core78</div>
 
| WILDERNESS POPULATION TRACKING
 
| WILDERNESS POPULATION TRACKING
 
| (Future)
 
| (Future)
| Wilderness population is quite limited and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
+
| Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
|
+
|  
 
|-
 
|-
 
| <div id="Core79">Core79</div>
 
| <div id="Core79">Core79</div>
 
| COLLECTORS AND FINDING BUYERS
 
| COLLECTORS AND FINDING BUYERS
 
| (Future)
 
| (Future)
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects| if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
+
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
|
+
|  
 
|-
 
|-
 
| <div id="Core80">Core80</div>
 
| <div id="Core80">Core80</div>
Line 675: Line 677:
 
| (Future)
 
| (Future)
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
|
+
|  
 
|-
 
|-
 
| <div id="Core81">Core81</div>
 
| <div id="Core81">Core81</div>
Line 681: Line 683:
 
| (Future)
 
| (Future)
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
|
+
|  
 
|-
 
|-
 
| <div id="Core82">Core82</div>
 
| <div id="Core82">Core82</div>
 
| THIEF AND SUPPORTING CAST
 
| THIEF AND SUPPORTING CAST
 
| (Future)
 
| (Future)
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode beyond what's there now, is an open question.
+
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.
|
+
|  
 
|-
 
|-
 
| <div id="Core83">Core83</div>
 
| <div id="Core83">Core83</div>
Line 693: Line 695:
 
| (Future)
 
| (Future)
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
|
+
|  
 
|-
 
|-
 
| <div id="Core84">Core84</div>
 
| <div id="Core84">Core84</div>
 
| HUNTING AND GATHERING
 
| HUNTING AND GATHERING
 
| (Future)
 
| (Future)
| You need to be able to obtain food from the wilderness and perform other tasks,processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
+
| You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
|
+
|  
 
|-
 
|-
 
| <div id="Core85">Core85</div>
 
| <div id="Core85">Core85</div>
Line 705: Line 707:
 
| (Future)
 
| (Future)
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
|
+
|  
 
|-
 
|-
 
| <div id="Core86">Core86</div>
 
| <div id="Core86">Core86</div>
Line 711: Line 713:
 
| (Future)
 
| (Future)
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
|
+
|  
 
|-
 
|-
 
| <div id="Core87">Core87</div>
 
| <div id="Core87">Core87</div>
Line 717: Line 719:
 
| (Future)
 
| (Future)
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
|
+
|  
 
|-
 
|-
 
| <div id="Core88">Core88</div>
 
| <div id="Core88">Core88</div>
Line 723: Line 725:
 
| (Future)
 
| (Future)
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
|
+
|  
 
|-
 
|-
 
| <div id="Core89">Core89</div>
 
| <div id="Core89">Core89</div>
Line 729: Line 731:
 
| (Future)
 
| (Future)
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
|
+
|  
 
|-
 
|-
 
| <div id="Core90">Core90</div>
 
| <div id="Core90">Core90</div>
Line 735: Line 737:
 
| (Future)
 
| (Future)
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
|
+
|  
 
|-
 
|-
 
| <div id="Core91">Core91</div>
 
| <div id="Core91">Core91</div>
Line 741: Line 743:
 
| (Future)
 
| (Future)
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
|
+
|  
 
|-
 
|-
 
| <div id="Core92">Core92</div>
 
| <div id="Core92">Core92</div>
Line 747: Line 749:
 
| (Future)
 
| (Future)
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
|
+
|  
 
|-
 
|-
 
| <div id="Core93">Core93</div>
 
| <div id="Core93">Core93</div>
Line 758: Line 760:
 
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
 
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
 
| (Future)
 
| (Future)
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.  
+
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.
| [[#Core92|Core92]].
+
| [[#Core92|Core92]]
 
|-
 
|-
 
| <div id="Core95">Core95</div>
 
| <div id="Core95">Core95</div>
 
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
 
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
 
| (Future)
 
| (Future)
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.  
+
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.
 
| [[#Core93|Core93]], [[#Core94|Core94]]
 
| [[#Core93|Core93]], [[#Core94|Core94]]
 
|-
 
|-
Line 770: Line 772:
 
| GENERALIZED CURSES AND OTHER ALTERATIONS
 
| GENERALIZED CURSES AND OTHER ALTERATIONS
 
| (Future)
 
| (Future)
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).  
+
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).
 
| [[#Core92|Core92]]
 
| [[#Core92|Core92]]
 
|-
 
|-
Line 777: Line 779:
 
| (Future)
 
| (Future)
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
|
+
|  
 
|-
 
|-
 
| <div id="Core98">Core98</div>
 
| <div id="Core98">Core98</div>
 
| BASIC GRAMMAR
 
| BASIC GRAMMAR
 
| (Future)
 
| (Future)
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.  
+
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.
 
| [[#Core97|Core97]]
 
| [[#Core97|Core97]]
 
|-
 
|-
Line 788: Line 790:
 
| WRITING
 
| WRITING
 
| (Future)
 
| (Future)
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.  
+
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.
 
| [[#Core98|Core98]]
 
| [[#Core98|Core98]]
 
|-
 
|-
Line 794: Line 796:
 
| NEW LANGUAGE ITEMS
 
| NEW LANGUAGE ITEMS
 
| (Future)
 
| (Future)
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).  
+
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).
 
| [[#Core99|Core99]]
 
| [[#Core99|Core99]]
 
|}
 
|}
  
=Bloats=
+
=Reqs=
  
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.
+
Reqs are old bugs, additions and adjustments that have to be handled.  
  
 
{| class="wikitable" valign="top"
 
{| class="wikitable" valign="top"
 
|- style="background:#EFEFEF"
 
|- style="background:#EFEFEF"
! style="width:10%"| Bloat-item
+
! style="width:10%"| Req-item
 
! style="width:15%"| Name
 
! style="width:15%"| Name
! style="width:15%"| Status
+
! style="width:10%"| Status
! style="width:40%"| Description
+
! style="width:50%"| Description
! style="width:40%"| Requirements
+
! style="width:15%"| Requirements
 
|-
 
|-
| <div id="Bloat1">Bloat1</div>
+
| <div id="Req1">Req1</div>
| ITEM GLOSSES
+
| PILE MASTERY AND TYPES
| Completed
 
|
 
|
 
|-
 
| <div id="Bloat2">Bloat2</div>
 
| MORE ITEM IMPROVEMENTS
 
 
| (Future)
 
| (Future)
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
+
| 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="Bloat3">Bloat3</div>
+
| <div id="Req2">Req2</div>
| PLAY
+
| IMPROVED WORK ORDERS
 
| (Future)
 
| (Future)
| Kids should want toys and play with them, adults can use puzzle boxes.
+
| 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="Bloat4">Bloat4</div>
+
| <div id="Req3">Req3</div>
| HIDDEN FUN STUFF
+
| TWEAK PRODUCTS OF WOOD BURNING
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat5">Bloat5</div>
+
| <div id="Req4">Req4</div>
| BURROWS
+
| PAYMENT FOR STORAGE JOBS
 
| Completed
 
| Completed
| (Upgraded) Moved this to a core item.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat6">Bloat6</div>
+
| <div id="Req5">Req5</div>
| BAR COUNTING
+
| STOP TREES FROM BEING ADJACENT
| (Future)
+
| Completed
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat7">Bloat7</div>
+
| <div id="Req6">Req6</div>
| RENTAL UNITS
+
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
| (Future)
+
| Completed
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
 
 
|  
 
|  
|-
 
| <div id="Bloat8">Bloat8</div>
 
| RENT SETTING
 
| (Future)
 
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat9">Bloat9</div>
+
| <div id="Req7">Req7</div>
| NOBLE RENT TWEAKS
+
| PARTY NOTIFICATION OPTION
 
| (Future)
 
| (Future)
| Nobles tweaking the rent of places they like so as to obtain them.
+
| Option to turn off notification about dwarves organizing parties.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat10">Bloat10</div>
+
| <div id="Req8">Req8</div>
| WHEELBARROWS
+
| RIVER ACTIVITY AND ATTACKS
 
| (Future)
 
| (Future)
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
+
| 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="Bloat11">Bloat11</div>
+
| <div id="Req9">Req9</div>
| FOOD HOARDERS BEWARE
+
| RESTRAINED SLEEP
 
| (Future)
 
| (Future)
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
+
| People don't sleep/rest when they are chained/caged.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat12">Bloat12</div>
+
| <div id="Req10">Req10</div>
| VERMIN TROUBLE
+
| CARETAKER WELL USE
| (Future)
+
| Completed
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
+
| Caretakers seeking water should be able to use wells.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat13">Bloat13</div>
+
| <div id="Req11">Req11</div>
| HUNTING THE SMALL
+
| IMPROVED RESCUE
 
| (Future)
 
| (Future)
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
+
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat14">Bloat14</div>
+
| <div id="Req12">Req12</div>
| HUNTER AI
+
| WRESTLE TARGET PROBLEMS
| (Future)
+
| Completed
| Be smarter about returning kills when interrupted.
+
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat15">Bloat15</div>
+
| <div id="Req13">Req13</div>
| FILTHY COMBAT EXTENSIONS
+
| WINTER CAVE RIVER
| (Future)
+
| Completed
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
+
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat16">Bloat16</div>
+
| <div id="Req14">Req14</div>
| ADVENTURING IN DWARF MODE
+
| OUTSIDE LAVA BLOCKING
 
| Completed
 
| Completed
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
+
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat17">Bloat17</div>
+
| <div id="Req15">Req15</div>
| UNDERWATER DUNGEONS
+
| LAVA AND TREES
| (Future)
+
| Completed
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
+
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat18">Bloat18</div>
+
| <div id="Req16">Req16</div>
| VERMIN AND DISEASE
+
| REMOVE PUBLIC CHEST/CABINETS
| (Future)
+
| Completed
| Link vermin to plagues.
+
| This is part of the swap over to the bin system.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat19">Bloat19</div>
+
| <div id="Req17">Req17</div>
| FLUID WORKSHOPS
+
| AJAR DEFAULT DOOR SETTING
| (Future)
+
| Completed
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat20">Bloat20</div>
+
| <div id="Req18">Req18</div>
| TRAP CONVERSION ISSUES
+
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES
 
| (Future)
 
| (Future)
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
+
| 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="Bloat21">Bloat21</div>
+
| <div id="Req19">Req19</div>
| VARIOUS GHOST IDEAS
+
| TARGETING PROBLEM
| (Future)
+
| Completed
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
+
| Champions didn't seem to want to target anything.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat22">Bloat22</div>
+
| <div id="Req20">Req20</div>
| ART HISTORY
+
| PILE CHECKING
 +
| (Future)
 +
| People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
 +
|
 +
|-
 +
| <div id="Req21">Req21</div>
 +
| BODYGUARDS LEAVING
 
| (Future)
 
| (Future)
| Comments on art work, over different periods in the artist's career.
+
| 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="Bloat23">Bloat23</div>
+
| <div id="Req22">Req22</div>
| END GAME EXPANSION
+
| HAULING PROFESSION
 
| (Future)
 
| (Future)
| Extend adventure opportunities in end game caverns.
+
| 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="Bloat24">Bloat24</div>
+
| <div id="Req23">Req23</div>
| ADVENTURE MODE TWEAK
+
| USE GROUNDING TO CURE TRAFFIC JAMS
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat25">Bloat25</div>
+
| <div id="Req24">Req24</div>
| ELVEN FOREST RETREAT
+
| TRANSFER PILES
 
| (Future)
 
| (Future)
| Control elf forest retreat. They could be on break all the time.
+
| 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="Bloat26">Bloat26</div>
+
| <div id="Req25">Req25</div>
| SIDE STORIES
+
| TANTRUM THROWS
| (Future)
+
| Completed
| Little scenarios and side stories added to caves to make them more interesting.
+
| Thrown tantrum objects don't hit other friendlies, but they should.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat27">Bloat27</div>
+
| <div id="Req26">Req26</div>
| ABSTRACT KNOWLEDGE SYSTEM
+
| SLEEPING THROUGH TANTRUMS
| (Future)
+
| Completed
| Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
+
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat28">Bloat28</div>
+
| <div id="Req27">Req27</div>
| GATES
+
| IMPROVED WORKSHOP INTERFACES
 
| (Future)
 
| (Future)
| Sizeable giant gates that can be opened and closed remotely.
+
| 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="Bloat29">Bloat29</div>
+
| <div id="Req28">Req28</div>
| MECHANISMS OUTDOORS
+
| CHASMING REFUSE
| (Future)
+
| Completed
| Allow some of the traps to be placed outside.
+
| They used to throw refuse in the chasm. Now they don't. They should.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat30">Bloat30</div>
+
| <div id="Req29">Req29</div>
| AUTOMATE KITCHEN
+
| SOLDIER PROFILES
 
| (Future)
 
| (Future)
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
+
| 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="Bloat31">Bloat31</div>
+
| <div id="Req30">Req30</div>
| ABUSING DIPLOMATS AND MERCHANTS
+
| MORE TRADE GOODS
| (Future)
+
| Completed
| Various ways to assassinate diplomats and cause trouble.
+
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat32">Bloat32</div>
+
| <div id="Req31">Req31</div>
| WORKSHOP ASSIGNMENT
+
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
| (Future)
+
| Completed
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat33">Bloat33</div>
+
| <div id="Req32">Req32</div>
| EYE GLASSES
+
| SKILL SYNERGY
 
| (Future)
 
| (Future)
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
+
| Have some skills give bonuses to other skills.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat34">Bloat34</div>
+
| <div id="Req33">Req33</div>
| MIRRORS
+
| SMARTER ENGRAVER
| (Future)
+
| Completed
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
+
| 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="Bloat35">Bloat35</div>
+
| <div id="Req34">Req34</div>
| PROSTHETIC LIMBS
+
| SHODDY ITEMS
 
| (Future)
 
| (Future)
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
+
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat36">Bloat36</div>
+
| <div id="Req35">Req35</div>
| DICE AND PLAYING CARDS
+
| SHODDY START ITEMS
 
| (Future)
 
| (Future)
|  
+
| Shoddy items for low skill settlers.
|  
+
| [[#Req34|Req34]]
|-
+
|-
| <div id="Bloat37">Bloat37</div>
+
| <div id="Req36">Req36</div>
| COSTUMES
+
| INIT BUG
 +
| Completed
 +
| Potential initialization problem for dwarf mode if previous games have been played.
 +
|  
 +
|-
 +
| <div id="Req37">Req37</div>
 +
| TRIGGER LINK INTERFACE
 
| (Future)
 
| (Future)
|  
+
| It could be more clear about what you are linking to and what it will do.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat38">Bloat38</div>
+
| <div id="Req38">Req38</div>
| MASKS
+
| JOB INFORMATION RETENTION
 
| (Future)
 
| (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="Bloat39">Bloat39</div>
+
| <div id="Req39">Req39</div>
| CLOCKS
+
| AXES FOR WOODCUTTERS
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat40">Bloat40</div>
+
| <div id="Req40">Req40</div>
| BETTER BEDS
+
| IMPROVED OUTPOST LIAISON
| (Future)
+
| Completed
| Can extend the list of available materials, add blankets, pillows, etc.
+
| Liaison should come earlier and be more useful.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat41">Bloat41</div>
+
| <div id="Req41">Req41</div>
| MECHANICAL TOYS
+
| BUILDING CONSTRUCTION ITEM SELECTION
| (Future)
+
| Completed
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
+
| 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="Bloat42">Bloat42</div>
+
| <div id="Req42">Req42</div>
| AUTOMATONS
+
| STOP JOB RESUME WHEN UNDER ATTACK
| (Future)
+
| Completed
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat43">Bloat43</div>
+
| <div id="Req43">Req43</div>
| THINGS TO SMOKE
+
| MOVIE MAKER INTERFACE
 
| (Future)
 
| (Future)
| Things to smoke, pipes, smoke circle events and so on.
+
| Put fast-forward back in, some other tweaks.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat44">Bloat44</div>
+
| <div id="Req44">Req44</div>
| RESCUE OPERATIONS
+
| JOB ASSIGN OPTIMIZATION
| (Future)
+
| Completed
| Rescuing kidnap victims using baron-level patrols or adventurers.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat45">Bloat45</div>
+
| <div id="Req45">Req45</div>
| FLASKS
+
| TARGET OPTIMIZATION
| (Future)
+
| Completed
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
+
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat46">Bloat46</div>
+
| <div id="Req46">Req46</div>
| PROPER PREGNANCY
+
| JOB AMOUNT ABUSE
 
| (Future)
 
| (Future)
| Currently creatures become pregnant from a distance, although it does do a gender check at least.
+
| 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="Bloat47">Bloat47</div>
+
| <div id="Req47">Req47</div>
| POND FISHING
+
| GENERAL CHASMING OF ITEMS
| (Future)
+
| Completed
| Cats should fish things out of your ponds.
+
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat48">Bloat48</div>
+
| <div id="Req48">Req48</div>
| PERSONALITIES
+
| NO RECORD
 
| Completed
 
| Completed
| Dwarves should be further individualized with the potential to affect most aspects of the game.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat49">Bloat49</div>
+
| <div id="Req49">Req49</div>
| ARTIFACT GROUPS
+
| POUR BUCKETS INTO BARRELS
| (Future)
+
| Completed
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
 
 
|  
 
|  
|-
 
| <div id="Bloat50">Bloat50</div>
 
| RESTRICT ANIMAL TRAINING
 
| (Future)
 
| Decrease the effective age range for training animals.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat51">Bloat51</div>
+
| <div id="Req50">Req50</div>
| FAMILY TREE INTERFACE
+
| ERRANT BLOOD PLACEMENT
| (Future)
+
| Completed
| Ability to view family trees. Show marriages, pets, parents of pets, etc.
+
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat52">Bloat52</div>
+
| <div id="Req51">Req51</div>
| INTERFACE MOVEMENT
+
| OVER-POWERED TANTRUMS
 
| (Future)
 
| (Future)
| More ways in the interface to get between different unit/building/item views.
+
| Damaging certain buildings is too easy.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat53">Bloat53</div>
+
| <div id="Req52">Req52</div>
| MANDATE TEXT
+
| NO RECORD
| (Future)
+
| Completed
| Add some flavor text to noble mandates, including punishment descriptions.
 
 
|  
 
|  
|-
 
| <div id="Bloat54">Bloat54</div>
 
| BUILDING JOB PRIORITIES
 
| (Future)
 
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat55">Bloat55</div>
+
| <div id="Req53">Req53</div>
| SULLIES
+
| NO RECORD
 
| Completed
 
| Completed
| Blood contaminants on units and items from fights and walking through pools, etc.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat56">Bloat56</div>
+
| <div id="Req54">Req54</div>
| EXTEND FELL MOOD
+
| FOCUS 3D
 
| (Future)
 
| (Future)
| Extend fell mood to encompass other victims.
+
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
|
 
 
|-
 
|-
| <div id="Bloat57">Bloat57</div>
+
| <div id="Req55">Req55</div>
| LAVA FURNACES
+
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat58">Bloat58</div>
+
| <div id="Req56">Req56</div>
| MORE LIVESTOCK
+
| NO RECORD
| (Future)
+
| Completed
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat59">Bloat59</div>
+
| <div id="Req57">Req57</div>
| MORE HAULING
+
| NO RECORD
| (Future)
+
| Completed
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
 
 
|  
 
|  
|-
 
| <div id="Bloat60">Bloat60</div>
 
| KITCHEN STORAGE
 
| (Future)
 
| Allow kitchen to store some barrels, although not sure about this.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat61">Bloat61</div>
+
| <div id="Req58">Req58</div>
| HIDDEN MACABRE FUN STUFF
+
| SOLDIERS ON TOP OF MILITARY SCREEN
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat62">Bloat62</div>
+
| <div id="Req59">Req59</div>
| WORKSHOP GUILD ASSOCIATIONS
+
| COLOR ON UNIT SCREEN
| (Future)
+
| Completed
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.
 
 
|  
 
|  
|-
 
| <div id="Bloat63">Bloat63</div>
 
| COAL BYPRODUCTS
 
| (Future)
 
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat64">Bloat64</div>
+
| <div id="Req60">Req60</div>
| PROPER GEM ENVIRONMENTS
+
| BLOCK EXPLANATIONS
 
| Completed
 
| Completed
| Link gem types with proper substrates as much as possible.
+
| Can't tell what's blocking you when are blocked going down dwarf stairs.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat65">Bloat65</div>
+
| <div id="Req61">Req61</div>
| ROCK APPEARANCE
+
| INVASION AFTER-EFFECTS
| Completed
+
| (Future)
| Make sandstone look better, can extend rock types in general.
+
| 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="Bloat66">Bloat66</div>
+
| <div id="Req62">Req62</div>
| NO RECORD
+
| SITE CLIFF DEFINITION
 
| Completed
 
| Completed
|  
+
| There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat67">Bloat67</div>
+
| <div id="Req63">Req63</div>
| PET AGE INTERFACE
+
| SMALL PET ATTACHMENTS
 
| (Future)
 
| (Future)
| Mention pet age in their names or have profiles for them.
+
| People don't care when their smaller pets die.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat68">Bloat68</div>
+
| <div id="Req64">Req64</div>
| SCARY EVIL ARMIES
+
| ACCESSIBILITY ISSUES
 
| (Future)
 
| (Future)
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
+
| 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="Bloat69">Bloat69</div>
+
| <div id="Req65">Req65</div>
| MORE END GAME
+
| CRASH BUG WITH BOWS
| (Future)
+
| Completed
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
 
 
|  
 
|  
|-
 
| <div id="Bloat70">Bloat70</div>
 
| ROOM ASSIGNMENT INTERFACE
 
| (Future)
 
| Ability to assign rooms from the unit screen.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat71">Bloat71</div>
+
| <div id="Req66">Req66</div>
| MORE UNIT TYPES
+
| PROBLEM WITH POPULATION CREATION
 
| Completed
 
| Completed
| Add some more distinctions to dwarf unit types.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat72">Bloat72</div>
+
| <div id="Req67">Req67</div>
| ELVEN DIPLOMACY
+
| MONSTER BURIAL
| (Future)
+
| Completed
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
+
| 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="Bloat73">Bloat73</div>
+
| <div id="Req68">Req68</div>
| MORE DIPLOMACY
+
| HUNTING ARMOR
 
| (Future)
 
| (Future)
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
+
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat74">Bloat74</div>
+
| <div id="Req69">Req69</div>
| NO RECORD
+
| IMPROPER BURIAL
 
| Completed
 
| Completed
|  
+
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat75">Bloat75</div>
+
| <div id="Req70">Req70</div>
| MINOR PUNISHMENT
+
| BREAKUP ITEM STACKS
 
| (Future)
 
| (Future)
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
+
| 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="Bloat76">Bloat76</div>
+
| <div id="Req71">Req71</div>
| MONSTER FIGHTING SKILLS
+
| ARMY PROFILES
 
| (Future)
 
| (Future)
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
+
| This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
 +
|
 +
|-
 +
| <div id="Req72">Req72</div>
 +
| WILD BEASTS POPULATING SITES
 +
| Completed
 +
|
 +
|
 +
|-
 +
| <div id="Req73">Req73</div>
 +
| SOME CODE CLEANING
 +
| Completed
 +
|
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat77">Bloat77</div>
+
| <div id="Req74">Req74</div>
| CLAY, MUD, ADOBE STUFF
+
| MINING DESIGNATIONS
 
| (Future)
 
| (Future)
| Can use the kiln, have glazes, etc. Bricks.
+
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat78">Bloat78</div>
+
| <div id="Req75">Req75</div>
| WAGE AND JOB MANDATES
+
| REWALL
| (Future)
+
| Completed
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
+
| Option to re-wall or fill in channels, using some stone.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat79">Bloat79</div>
+
| <div id="Req76">Req76</div>
| BONUSES FOR GOOD JOB
+
| INTELLIGENT HUNTING
 
| (Future)
 
| (Future)
| Bonus on top of regular wages for doing a good job. This is partially implemented.
+
| Crossbow hunters should be more intelligent about their ammo.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat80">Bloat80</div>
+
| <div id="Req77">Req77</div>
| POND WATER USE
+
| SOME NEW WILDERNESS CREATURE TYPES
 
| Completed
 
| Completed
| Drink out of ponds if no wells or rivers accessible.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat81">Bloat81</div>
+
| <div id="Req78">Req78</div>
| VISIBLE SWIMMERS
+
| TWEAK FOR PILES
 
| Completed
 
| Completed
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat82">Bloat82</div>
+
| <div id="Req79">Req79</div>
| EXTEND RANSACKING
+
| JOB CANCEL NOTICES
 
| (Future)
 
| (Future)
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
+
| Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat83">Bloat83</div>
+
| <div id="Req80">Req80</div>
| PORTERS
+
| WILDERNESS INTERACTIONS
 
| (Future)
 
| (Future)
| Nobles can have other people store their possessions, possibly for a wage.
+
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat84">Bloat84</div>
+
| <div id="Req81">Req81</div>
| LEFT/RIGHT SPLIT
+
| ARTISANS WEARING ARMOR
| Completed
+
| (Future)
| Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
+
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat85">Bloat85</div>
+
| <div id="Req82">Req82</div>
| MORE FOOD PREFS
+
| NUMBERED JOB REPEAT
 
| (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.
+
| Option to have numeric repeats for a job.
| [[#Req129|Req129]]
+
|  
 
|-
 
|-
| <div id="Bloat86">Bloat86</div>
+
| <div id="Req83">Req83</div>
| UNIT DISTINCTIONS
+
| INTELLIGENT JOB HANDLING
 
| (Future)
 
| (Future)
| Distinguish thieves a bit based on quality as they gain skill.
+
| More job suspensions rather than complete cancellations.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat87">Bloat87</div>
+
| <div id="Req84">Req84</div>
| PET ADMIRATION ISSUE
+
| SKILL ROLL CONSISTENCY
 
| (Future)
 
| (Future)
| Issue/optimization with being satisfied at seeing animals you like.
+
| 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="Bloat88">Bloat88</div>
+
| <div id="Req85">Req85</div>
| MORE SLEEP DISTURBANCES
+
| PAIN DEADENING AND SCARS
 
| (Future)
 
| (Future)
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.
+
| 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="Bloat89">Bloat89</div>
+
| <div id="Req86">Req86</div>
| EXTREME MOOD MODIFICATION
+
| JOB PRIORITIZING
 
| (Future)
 
| (Future)
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
+
| 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="Bloat90">Bloat90</div>
+
| <div id="Req87">Req87</div>
| MUTINY
+
| IMPROVE DROWNING
 
| (Future)
 
| (Future)
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
+
| 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="Bloat91">Bloat91</div>
+
| <div id="Req88">Req88</div>
| HOUSE OF ANIMALS
+
| STOCKS AND CORPSES
| (Future)
+
| Completed
| Advocacy from the house of animals noble.
+
| Problem with corpses/body parts in the stockpile screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat92">Bloat92</div>
+
| <div id="Req89">Req89</div>
| BETTER PARTIES
+
| DIG INTERFACE PROBLEM
| (Future)
+
| Completed
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat93">Bloat93</div>
+
| <div id="Req90">Req90</div>
| AMOROUS RELATIONSHIPS
+
| MULTIPLE AUTOMATED SHOP
 
| (Future)
 
| (Future)
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
+
| 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="Bloat94">Bloat94</div>
+
| <div id="Req91">Req91</div>
| INSTRUMENT USE
+
| LEATHER COUNTING
 
| (Future)
 
| (Future)
| Instrument use at parties.
+
| 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="Bloat95">Bloat95</div>
+
| <div id="Req92">Req92</div>
| GRUDGES
+
| BETTER SHOOTING INTERFACE
 
| (Future)
 
| (Future)
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
+
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat96">Bloat96</div>
+
| <div id="Req93">Req93</div>
| WAGE ADJUSTMENT
+
| NO RECORD
| (Future)
+
| Completed
| Bonuses for dangerous taming jobs.
 
 
|  
 
|  
|-
 
| <div id="Bloat97">Bloat97</div>
 
| ETCHING
 
| (Future)
 
| Etching on items. Could lead to magical runes type stuff.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat98">Bloat98</div>
+
| <div id="Req94">Req94</div>
| HIDDEN FUN STUFF
+
| ABANDONMENT FIX
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat99">Bloat99</div>
+
| <div id="Req95">Req95</div>
| SELF-SERVICE HEALTHCARE
+
| BETTER TRAP TEXT
 
| (Future)
 
| (Future)
| Take charge of your own health if nobody comes to help after a while.
+
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
 +
|
 +
|-
 +
| <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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat100">Bloat100</div>
+
| <div id="Req97">Req97</div>
| TECHNICAL SITE EXTENSIONS
+
| VERMIN SWARMS IN ADVENTURE MODE
 
| Completed
 
| Completed
| Some issues with extending dwarf mode to other sites.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat101">Bloat101</div>
+
| <div id="Req98">Req98</div>
| CAGE OPTIMIZATION
+
| ART IMAGES
| (Future)
+
| Completed
| Optimize the caging routines.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat102">Bloat102</div>
+
| <div id="Req99">Req99</div>
| AMMO FETCHING
+
| BURYING THINGS
 
| (Future)
 
| (Future)
| Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
+
| Allow items to be buried under the soil.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat103">Bloat103</div>
+
| <div id="Req100">Req100</div>
| THIEF AI
+
| COIN STORES
 
| (Future)
 
| (Future)
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
+
| 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="Bloat104">Bloat104</div>
+
| <div id="Req101">Req101</div>
| CHITIN PROCESSING
+
| HAPPINESS UPON RELEASE FROM CONFINEMENT
| (Future)
+
| Completed
| Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
 
 
|  
 
|  
|-
 
| <div id="Bloat105">Bloat105</div>
 
| OSTRACISM AND SOCIAL STIGMA
 
| (Future)
 
| Alienation of badly misbehaving dwarves.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat106">Bloat106</div>
+
| <div id="Req102">Req102</div>
| JUSTICE INTERFACE
+
| SOME WAGE ADJUSTMENTS
 
| (Future)
 
| (Future)
| Give more information on the justice screen.
+
| Jeweler and mechanic jobs should take a little longer but pay more.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat107">Bloat107</div>
+
| <div id="Req103">Req103</div>
| THIEF INFORMATION
+
| NO RECORD
 +
| Completed
 +
|
 +
|
 +
|-
 +
| <div id="Req104">Req104</div>
 +
| SLAYER ANNOUNCEMENT
 
| (Future)
 
| (Future)
| Give more information about how much thieves have stolen.
+
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat108">Bloat108</div>
+
| <div id="Req105">Req105</div>
| IMPROVE HISTORY SCREEN
+
| SOME BUILDING INTERACTIONS
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat109">Bloat109</div>
+
| <div id="Req106">Req106</div>
| DRINK IMPROVEMENTS
+
| FINALIZING THE STATE OF ACTIVE FLOWS
 
| (Future)
 
| (Future)
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
+
| If flows are active when the player quits, their effects need to be handled.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat110">Bloat110</div>
+
| <div id="Req107">Req107</div>
| CAVE-IN INJURIES
+
| PRIMITIVE WEAPONS
 
| (Future)
 
| (Future)
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
+
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat111">Bloat111</div>
+
| <div id="Req108">Req108</div>
| KNOWLEDGE OF TREES
+
| INTERFACE BINDINGS
| (Future)
+
| Completed
| Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat112">Bloat112</div>
+
| <div id="Req109">Req109</div>
| IMPROVE CALENDAR
+
| FINISH TRAP BAITING
 
| (Future)
 
| (Future)
| Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.
+
| It's very sparse right now. Gems aren't actually used.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat113">Bloat113</div>
+
| <div id="Req110">Req110</div>
| THEFT IMPROVEMENTS
+
| NEMESIS TRADES
 
| (Future)
 
| (Future)
| Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.
+
| 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="Bloat114">Bloat114</div>
+
| <div id="Req111">Req111</div>
| THEFT IMPROVEMENTS
+
| FILE I/O CHECKING
 
| (Future)
 
| (Future)
| Make the highest power thieves more daring and interesting.
+
| It could give more feedback about save/load errors.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat115">Bloat115</div>
+
| <div id="Req112">Req112</div>
| MISSING HIST FIGS
+
| ITEM AGGREGATES
 
| (Future)
 
| (Future)
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
+
| 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="Bloat116">Bloat116</div>
+
| <div id="Req113">Req113</div>
| ART IMAGERY
+
| RACE SPECIFIC PROFESSION NAMES
| (Future)
+
| Completed
| More varied art imagery, such as buildings and siege engines.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat117">Bloat117</div>
+
| <div id="Req114">Req114</div>
| SIEGE ENGINES
+
| DWARF LEVEL TWISTING ISSUES
| (Future)
+
| Completed
| Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific.
+
| Can see/shoot through dwarf twisted areas improperly sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat118">Bloat118</div>
+
| <div id="Req115">Req115</div>
| INTERFACE MOVEMENT
+
| NO RECORD
| (Future)
+
| Completed
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat119">Bloat119</div>
+
| <div id="Req116">Req116</div>
| CONTAINER CONTENTS PAGING
+
| PROBLEM WITH LEAVES TEXT
 
| Completed
 
| Completed
| Clean up scroll overflows on the item screen.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat120">Bloat120</div>
+
| <div id="Req117">Req117</div>
| JOB STATS OPTIMIZATION
+
| PET CAGE ASSIGNMENT PROBLEM
 
| (Future)
 
| (Future)
| Technical tweak of job completion number storage.
+
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat121">Bloat121</div>
+
| <div id="Req118">Req118</div>
| CHAR MAP CUSTOMIZATION
+
| SOLDIER STATIONING LOAD PROBLEM
 
| Completed
 
| Completed
| (Upgraded) Ability to customize the character maps has been superceded by tiles.
+
| Bug with soldier stationing after load.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat122">Bloat122</div>
+
| <div id="Req119">Req119</div>
| OWNABLE LIQUIDS
+
| LOSS OF THREAD PLANT RESOURCES
| (Future)
+
| Completed
| Certain liquids should be ownable.
+
| It still gives you one thread from pig tail(5).
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat123">Bloat123</div>
+
| <div id="Req120">Req120</div>
| SIBLING MIGRANT ISSUE
+
| OFF DUTY SOLDIER STORES
 
| (Future)
 
| (Future)
| Sibling migrants don't track relationships properly.
+
| Off-duty soldiers don't store their belongings, but they should.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat124">Bloat124</div>
+
| <div id="Req121">Req121</div>
| SMALL MIGRANTS
+
| BACKPACK AND QUIVER USE
| (Future)
+
| Completed
| Allow migrants to bring babies and the small pocket pets.
+
| Problem with quivers and backpacks conflicting in dwarf mode especially.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat125">Bloat125</div>
+
| <div id="Req122">Req122</div>
| VERMIN OFFERING RESOLUTION
+
| RESPECT BELT SLOT
| (Future)
+
| Completed
| Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.
+
| The belt inventory slot is created by pants, but this is only partially respected.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat126">Bloat126</div>
+
| <div id="Req123">Req123</div>
| HIDDEN FUN STUFF
+
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat127">Bloat127</div>
+
| <div id="Req124">Req124</div>
| HEALING CODE TWEAK
+
| CAVE-IN RAMIFICATIONS
 
| (Future)
 
| (Future)
| There's a small issue with healing that might slow the mending of breaks slightly.
+
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat128">Bloat128</div>
+
| <div id="Req125">Req125</div>
| DREAMS
+
| BUILDING DAMAGE AND INVADERS
 
| (Future)
 
| (Future)
| Use the current dream code to make it track random dreams, could do premonitions with this.
+
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat129">Bloat129</div>
+
| <div id="Req126">Req126</div>
| INVENTORY SHUFFLING
+
| INVADERS AND WELLS
| (Future)
+
| Completed
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
+
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat130">Bloat130</div>
+
| <div id="Req127">Req127</div>
| OPTIMIZATION FOR INVASIONS
+
| CLARIFY DOOR DESIGNATIONS
| (Future)
+
| Completed
| Speed optimization for invasion code.
+
| The door designations are very confusing right now.
 +
|
 +
|-
 +
| <div id="Req128">Req128</div>
 +
| TRAFFIC JAMS
 +
| Completed
 +
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat131">Bloat131</div>
+
| <div id="Req129">Req129</div>
| INVASION HISTORIES
+
| IMPROVE COOKING
 
| (Future)
 
| (Future)
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
+
| 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="Bloat132">Bloat132</div>
+
| <div id="Req130">Req130</div>
| HIDDEN FUN STUFF
+
| SOME MORE END GAME STUFF
 
| (Future)
 
| (Future)
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat133">Bloat133</div>
+
| <div id="Req131">Req131</div>
| PHILOSOPHER ADVOCACY
+
| RECEIVING OFFERINGS
 
| (Future)
 
| (Future)
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
+
| When you get king, you should receive offerings.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat134">Bloat134</div>
+
| <div id="Req132">Req132</div>
| WIZARD STUFF
+
| ELF CHECK DEFICIENCIES
 
| (Future)
 
| (Future)
| This bloat was just to remind me about books and all kinds of magic stuff arc.
+
| 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="Bloat135">Bloat135</div>
+
| <div id="Req133">Req133</div>
| WRESTLING
+
| ELVEN TRADE GOODS
 
| (Future)
 
| (Future)
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
+
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat136">Bloat136</div>
+
| <div id="Req134">Req134</div>
| WRESTLING
+
| FORTIFICATION OBJECT PROBLEMS
 
| (Future)
 
| (Future)
| Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.
+
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat137">Bloat137</div>
+
| <div id="Req135">Req135</div>
| WRESTLING
+
| HIDDEN REQUIRED FUN STUFF
 
| (Future)
 
| (Future)
| Technical issue with stuck-ins and freedom of movement.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat138">Bloat138</div>
+
| <div id="Req136">Req136</div>
| WRESTLING
+
| ADVANCED STEALTH
 
| (Future)
 
| (Future)
| Handle grab-tear shaking and further poison injection.
+
| 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="Bloat139">Bloat139</div>
+
| <div id="Req137">Req137</div>
| WRESTLING
+
| ORPHANED BABIES
 
| (Future)
 
| (Future)
| Incidental item/item, item/bp tangle-ups.
+
| 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="Bloat140">Bloat140</div>
+
| <div id="Req138">Req138</div>
| SPECIFIC WRESTLING INTERFACE
+
| ALCHEMY AND HEALING
| Completed
+
| (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="Bloat141">Bloat141</div>
+
| <div id="Req139">Req139</div>
| WRESTLING MOVES AND MORE INTERFACE
+
| POSSIBLE KO BUG
| (Future)
+
| Completed
| Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.
+
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat142">Bloat142</div>
+
| <div id="Req140">Req140</div>
| AND MORE WRESTLING
+
| BETTER JOB CANCELLATION
 
| (Future)
 
| (Future)
| Reversing wrestling holds.
+
| If you are a few steps from completing your job and get a little hungry, you should stick it out.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat143">Bloat143</div>
+
| <div id="Req141">Req141</div>
| PUNISHMENT
+
| HANDLE DISCONNECTED COMPONENTS
| (Future)
+
| Completed
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
+
| Sometimes needs to deal with disconnected caves on loss.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat144">Bloat144</div>
+
| <div id="Req142">Req142</div>
| DISEASE AND INFECTION
+
| WEIGHT/INJURY INTERFACE
 
| (Future)
 
| (Future)
| Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
+
| 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="Bloat145">Bloat145</div>
+
| <div id="Req143">Req143</div>
| RUST
+
| ADVENTURE WEAR ISSUES
 
| (Future)
 
| (Future)
| Rust and verdigris and so on.
+
| The wearing things in adventure mode should take time and be interruptable.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat146">Bloat146</div>
+
| <div id="Req144">Req144</div>
| HUMAN TOWN MODE
+
| NAME ENTRY
| (Future)
+
| Completed
| Control human town. See future dev.
+
| Ability to enter name manually, at least your first name (which is never translated).
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat147">Bloat147</div>
+
| <div id="Req145">Req145</div>
| WIZARD MODE
+
| CHANNEL INTERFACE PROBLEMS
| (Future)
+
| Completed
| Control wizard from tower, etc. See future dev.
+
| Sometimes channels can display several times because of the way it links them. This can be changed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat148">Bloat148</div>
+
| <div id="Req146">Req146</div>
| EARLY GAME
+
| PILE ISSUES
 
| (Future)
 
| (Future)
| Start games in Age of Myth. See future dev.
+
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat149">Bloat149</div>
+
| <div id="Req147">Req147</div>
| LATE GAME
+
| BUILD PATH VIOLATION
| (Future)
+
| Completed
| Run games passed the Golden Age into more mundane times. See future dev.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat150">Bloat150</div>
+
| <div id="Req148">Req148</div>
| WORLD CUSTOMIZATION
+
| EXPANDED DUNGEON AI
 
| (Future)
 
| (Future)
| Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
+
| 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="Bloat151">Bloat151</div>
+
| <div id="Req149">Req149</div>
| HIDDEN FUN STUFF
+
| FINISH ITEM DAMAGE
 
| (Future)
 
| (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="Bloat152">Bloat152</div>
+
| <div id="Req150">Req150</div>
| FIGURINE SHAPES
+
| SAFE-CAGING ISSUES
| (Future)
+
| Completed
| Shapes for figurines.
+
| Possible problem with caging dangerous animals.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat153">Bloat153</div>
+
| <div id="Req151">Req151</div>
| MORE UNIT SCREENS
+
| LEGENDS SCREEN
| (Future)
 
| Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.
 
|
 
|-
 
| <div id="Bloat154">Bloat154</div>
 
| ACTIVATE SOLDIERS FROM MAIN SCREEN
 
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat155">Bloat155</div>
+
| <div id="Req152">Req152</div>
| MERCHANT FOOD PRICES
+
| GRAMMAR PROBLEMS
 
| (Future)
 
| (Future)
| Expand merchant price tweaks to cover foods.
+
| There are various grammar problems.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat156">Bloat156</div>
+
| <div id="Req153">Req153</div>
| SIEGE ENGINE IMPROVEMENT
+
| LINE DRAWING
 
| Completed
 
| Completed
|  
+
| Basic problem with how line code treats adjacent squares.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat157">Bloat157</div>
+
| <div id="Req154">Req154</div>
| EXCISE SOME OLD PLOT STUFF
+
| PROBLEM WITH SECONDARY SCROLLING
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat158">Bloat158</div>
+
| <div id="Req155">Req155</div>
| COIN IMAGES
+
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat159">Bloat159</div>
+
| <div id="Req156">Req156</div>
| CHANGE SNEAK SKILL
+
| PROJECTILE UNIT KILL CAUSES
 
| (Future)
 
| (Future)
| Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
+
| 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="Bloat160">Bloat160</div>
+
| <div id="Req157">Req157</div>
| KILL VERMIN
+
| PROBLEM WITH DISTANCE CALCULATION
| (Future)
+
| Completed
| Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.
 
 
|  
 
|  
|-
 
| <div id="Bloat161">Bloat161</div>
 
| MORE PLAYER ABUSE
 
| (Future)
 
| Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat162">Bloat162</div>
+
| <div id="Req158">Req158</div>
| POWDER THROWS
+
| THEFT WEIGHT LIMITS
 
| (Future)
 
| (Future)
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
+
| Fix up theft weight limits. They are currently arbitrary.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat163">Bloat163</div>
+
| <div id="Req159">Req159</div>
| COLLECTOR QUESTS
+
| ANIMAL MISCHIEF BROKEN
| (Future)
+
| Completed
| Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.
+
|
 +
|
 +
|-
 +
| <div id="Req160">Req160</div>
 +
| INVENTORY PROBLEMS
 +
| Completed
 +
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat164">Bloat164</div>
+
| <div id="Req161">Req161</div>
| ITEM PLACEMENT
+
| LEADER TITLES
 
| (Future)
 
| (Future)
| Items should be placed in dwarf mode ponds sometimes after game.
+
| Civilization leaders need proper titles.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat165">Bloat165</div>
+
| <div id="Req162">Req162</div>
| WALL HANGINGS AND RUGS
+
| ENTITY RECIPES
 
| (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.
+
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.
| [[#Core43|Core43]]
+
| [[#Req129|Req129]]
 
|-
 
|-
| <div id="Bloat166">Bloat166</div>
+
| <div id="Req163">Req163</div>
| BATHS
+
| NEMESIS SAVE BUG
| (Future)
+
| Completed
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat167">Bloat167</div>
+
| <div id="Req164">Req164</div>
| ANIMAL PREFS AND DEATH
+
| ITEM DAMAGE ISSUES
 
| (Future)
 
| (Future)
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
+
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat168">Bloat168</div>
+
| <div id="Req165">Req165</div>
| PET EATERS
+
| REFINE POISONING
 
| (Future)
 
| (Future)
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
+
| Refine unit contamination amounts and levels.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat169">Bloat169</div>
+
| <div id="Req166">Req166</div>
| INSIDE WILDLIFE
+
| REFINE WAGON AI
 
| Completed
 
| Completed
| Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.
+
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat170">Bloat170</div>
+
| <div id="Req167">Req167</div>
| ROOM CLEANING
+
| NO RECORD
| (Future)
+
| Completed
| Cleaning rooms more responsibly, perhaps before sleeping.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat171">Bloat171</div>
+
| <div id="Req168">Req168</div>
| ADVENTURER AND TOYS
+
| ADVENTURER RIDERS
 
| (Future)
 
| (Future)
| You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).
+
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat172">Bloat172</div>
+
| <div id="Req169">Req169</div>
| DEEP SITES
+
| RAMP USAGE
| (Future)
+
| Completed
| There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.
 
 
|  
 
|  
|-
 
| <div id="Bloat173">Bloat173</div>
 
| FINDING BUYERS
 
| (Future)
 
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat174">Bloat174</div>
+
| <div id="Req170">Req170</div>
| NOBLE RANK SYSTEM
+
| PROBLEM WITH ANIMAL TRAINING AND 3D
 
| Completed
 
| Completed
| Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat175">Bloat175</div>
+
| <div id="Req171">Req171</div>
| CARE PACKAGES
+
| TARGETING AND MOVEMENT ISSUES
 
| (Future)
 
| (Future)
| Being able to send comforting trinkets and provisions to your armies.
+
| Some adventure mode melee targeting and movement code issues.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat176">Bloat176</div>
+
| <div id="Req172">Req172</div>
| PHYSICAL FEATURES
+
| PROBLEM WITH MULTIPLE HUMAN CIVS
 
| (Future)
 
| (Future)
| Various superfluous physical features for dwarves and others.
+
| It only checks one human civ per season, so some of the update code can work too slowly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat177">Bloat177</div>
+
| <div id="Req173">Req173</div>
| PRISON REFORM
+
| CULLING
 
| (Future)
 
| (Future)
| If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.
+
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat178">Bloat178</div>
+
| <div id="Req174">Req174</div>
| MINING TWEAK
+
| REASON FOR OFFERING
| Completed
 
|
 
|
 
|-
 
| <div id="Bloat179">Bloat179</div>
 
| HIDDEN FUN STUFF
 
 
| (Future)
 
| (Future)
|  
+
| There's no point of offering goods to your own king right now.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat180">Bloat180</div>
+
| <div id="Req175">Req175</div>
| HIDDEN FUN STUFF
+
| TRADE OPTIMIZATION
 
| (Future)
 
| (Future)
|  
+
| Improve trading code.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat181">Bloat181</div>
+
| <div id="Req176">Req176</div>
| ABANDONMENT ISSUE
+
| PET TRADE PROBLEM
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat182">Bloat182</div>
+
| <div id="Req177">Req177</div>
| CAVE CLAIMING
+
| KING ENTOURAGE
 
| (Future)
 
| (Future)
| Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.
+
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat183">Bloat183</div>
+
| <div id="Req178">Req178</div>
| CHILD NAMING
 
| (Future)
 
| Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.
 
|
 
|-
 
| <div id="Bloat184">Bloat184</div>
 
 
| NO RECORD
 
| NO RECORD
 
| Completed
 
| Completed
Line 1,914: Line 1,879:
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat185">Bloat185</div>
+
| <div id="Req179">Req179</div>
| LIBRARIES
+
| SMALL PET INVENTORY DESCRIPTIONS
 
| (Future)
 
| (Future)
| Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
+
| Pet-in-inventory descriptions need to respect the body of the holder.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat186">Bloat186</div>
+
| <div id="Req180">Req180</div>
| HIDDEN FUN STUFF
+
| ENGRAVING LOOK PROBLEMS
 
| (Future)
 
| (Future)
|  
+
| You can see engraving descriptions even if you are off of the facing level.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat187">Bloat187</div>
+
| <div id="Req181">Req181</div>
| WRITING AND GRAPHICS
+
| MOUNT PROJECTILE ISSUES
 
| (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.
+
| There are potential problems with riders when mount becomes projectile.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat188">Bloat188</div>
+
| <div id="Req182">Req182</div>
| KEYS
+
| BUILDING PLACEMENT INTERFACE
| (Future)
+
| Completed
| Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc.
+
| Need to explain why red X appears.
| [[#Core42|Core42]]
+
|  
 
|-
 
|-
| <div id="Bloat189">Bloat189</div>
+
| <div id="Req183">Req183</div>
| INTERNAL AREAS
+
| LOOK/SHOOT INTERFACE
 
| (Future)
 
| (Future)
| Internal mushroom jungles and lost whatevers and so on.
+
| Improve look interface code a bit. Let you choose targets in shoot/throw.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat190">Bloat190</div>
+
| <div id="Req184">Req184</div>
| UNDERGROUND LAKES
+
| FLOORS IN LOOK SENTENCES
 
| Completed
 
| Completed
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.
+
| In the look sentence in adventure mode, it could include information about the floor type.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat191">Bloat191</div>
+
| <div id="Req185">Req185</div>
| SNAKES AND WORMS
+
| NO RECORD
| (Future)
+
| Completed
| 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>
+
| <div id="Req186">Req186</div>
| LYING AND BEING PUNISHED
+
| PROPER CIV NEIGHBORS
 
| (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.
+
| 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="Bloat193">Bloat193</div>
+
| <div id="Req187">Req187</div>
| DEMOGRAPHICS ISSUES 1
+
| SEVER EFFECTS
| (Future)
+
| Completed
| If a town runs out of women, they could seek more.
+
| 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="Bloat194">Bloat194</div>
+
| <div id="Req188">Req188</div>
| DEMOGRAPHICS ISSUES 2
+
| SPEED REFINEMENT
 
| (Future)
 
| (Future)
| If there are too many men in town, they could start more wars.
+
| Differentiate attack and move speed. This has many ramifications and associated difficulties.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat195">Bloat195</div>
+
| <div id="Req189">Req189</div>
| ADVENTURER MOUNTS
+
| ARCHER ARMOR START SKILLS
 
| (Future)
 
| (Future)
| Should be able to acquire mounts and beasts of burden.
+
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat196">Bloat196</div>
+
| <div id="Req190">Req190</div>
| VILLAGE STORIES
+
| CREATURE KNOWLEDGE
 
| (Future)
 
| (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.
+
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat197">Bloat197</div>
+
| <div id="Req191">Req191</div>
| MINIMAP ISSUES
+
| TREE PREFERENCES
 
| (Future)
 
| (Future)
| Center X on minimap and make sure it flickers properly.
+
| Tree preferences are fairly arbitrary right now.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat198">Bloat198</div>
+
| <div id="Req192">Req192</div>
| SITE SPRAWL
+
| TRANCE BONUSES
 
| (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.
+
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat199">Bloat199</div>
+
| <div id="Req193">Req193</div>
| MINING/CUTTING ANNOUNCEMENTS
+
| CHANGE ITEM ACQUISITION
 
| (Future)
 
| (Future)
| It could announce when current reachable wood-cutting and mining jobs are done.
+
| When people choose inventory items they like, they don't consider dropping what they are already wearing.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat200">Bloat200</div>
+
| <div id="Req194">Req194</div>
| PERSISTENT CONVERSATIONS
+
| STARTING BELT OBJECTS
 
| (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.
+
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat201">Bloat201</div>
+
| <div id="Req195">Req195</div>
| CONVERSATION UTTERANCE BUILDERS
+
| ITEM MATERIAL PROBLEM
| (Future)
+
| Completed
| 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>
+
| <div id="Req196">Req196</div>
| CONVERSATION PLEASANTRIES
+
| DRINK APPRECIATION PROBLEM
 
| (Future)
 
| (Future)
| Have random pleasantries with random responses.
+
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat203">Bloat203</div>
+
| <div id="Req197">Req197</div>
| SPECIFIC QUERIES
+
| BUTCHERY OPTIMIZATION
 
| (Future)
 
| (Future)
| Can ask about any entity, site, creature etc that is known to you.
+
| The butchery code can be consolidated with some other sections of the program.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat204">Bloat204</div>
+
| <div id="Req198">Req198</div>
| STORE QUERIES
+
| KO VOMIT CHOKE
 
| (Future)
 
| (Future)
| Can ask about stores, people can direct you, even to another town.
+
| If you are knocked out, you should choke if you vomit sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat205">Bloat205</div>
+
| <div id="Req199">Req199</div>
| UNIT KNOWLEDGE
+
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION
 
| (Future)
 
| (Future)
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
+
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat206">Bloat206</div>
+
| <div id="Req200">Req200</div>
| DWARF/ELF COMMUNITIES
+
| ARCHER ISSUES
 
| (Future)
 
| (Future)
| Add meaningful things to the dwarf/elf communities.
+
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat207">Bloat207</div>
+
| <div id="Req201">Req201</div>
| SLOW ESCALATION TO VIOLENCE
+
| POTENTIAL PROJECTILE PROBLEM
 
| (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.
+
| No symptoms, just a code-check.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat208">Bloat208</div>
+
| <div id="Req202">Req202</div>
| VEGETATION ISSUES
+
| DRESS/ROBE PROBLEM
| (Future)
+
| Completed
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
+
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat209">Bloat209</div>
+
| <div id="Req203">Req203</div>
| REGION FACTS
+
| PROPER HEALING
 
| (Future)
 
| (Future)
| Regions can have legend facts, like what dwells there. Only show discovered populations.
+
| 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="Bloat210">Bloat210</div>
+
| <div id="Req204">Req204</div>
| STORE NAMES
+
| MID-TRADE GAME ENDINGS
 
| (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.
+
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat211">Bloat211</div>
+
| <div id="Req205">Req205</div>
| RELATIONSHIP OPTIMIZATION
+
| NO RECORD
 
| Completed
 
| Completed
| There's a technical optimization tagged in the code for how they store relationships.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat212">Bloat212</div>
+
| <div id="Req206">Req206</div>
| BOTTLING
+
| ITEM WRESTLING
 
| (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.
+
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat213">Bloat213</div>
+
| <div id="Req207">Req207</div>
| HIDDEN FUN STUFF
+
| CONSOLIDATE MISS ANNOUNCEMENTS
 
| (Future)
 
| (Future)
 +
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.
 +
|
 +
|-
 +
| <div id="Req208">Req208</div>
 +
| DEAL WITH POTASH VS ASH
 +
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat214">Bloat214</div>
+
| <div id="Req209">Req209</div>
| SPRINTING
+
| ENTITY DEF ITEM TYPES
| (Future)
+
| Completed
| 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>
+
| <div id="Req210">Req210</div>
| COIN ISSUE
+
| GROUP SKILLS IN STARTUP
 
| Completed
 
| Completed
| Technical issue with coin batches.
+
|  
 +
|
 +
|-
 +
| <div id="Req211">Req211</div>
 +
| TOMB STORAGE AND ACCESSIBILITY
 +
| (Future)
 +
| Problem storing inaccessible body in tomb. The job was repeatedly created.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat216">Bloat216</div>
+
| <div id="Req212">Req212</div>
| FINALIZE ART IMAGES
+
| RE-EVALUATE HAUL LOCATIONS
 
| Completed
 
| Completed
| Art images should describe historical events, etc., rather than just being an image.
+
| 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="Bloat217">Bloat217</div>
+
| <div id="Req213">Req213</div>
| SAVING MAP SEEDS
+
| BABY SEARCHER PROBLEM
 
| Completed
 
| 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.
+
| Thirsty mothers cannot seek lost babies effectively.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat218">Bloat218</div>
+
| <div id="Req214">Req214</div>
| VEIN MINING OPTION
+
| START SCENARIOS
 
| (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.
+
| 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="Bloat219">Bloat219</div>
+
| <div id="Req215">Req215</div>
| HISTORY GROUPING
+
| NEMESIS SAVE BUG
| (Future)
+
| Completed
| 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>
+
| <div id="Req216">Req216</div>
| AGING ITEMS
+
| SOME DISPLAY RATE ISSUES
| (Future)
+
| Completed
| 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>
+
| <div id="Req217">Req217</div>
| ART IMAGE COMPLEXITY AND IMPROVEMENT
+
| BUILDING CONSTRUCTION PROBLEM
 
| (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
+
| Suspend building constructions if item blocking the build site are unreachable.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat222">Bloat222</div>
+
| <div id="Req218">Req218</div>
| FRIENDLY FIRE
+
| MERCHANT ANNOUNCEMENTS
 
| (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.
+
| Notification when merchants are done unloading.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat223">Bloat223</div>
+
| <div id="Req219">Req219</div>
| WILDERNESS CAUTION
+
| VERMIN PROBLEM
 
| (Future)
 
| (Future)
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory
+
| Possibly issue when cleaning vermin references.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat224">Bloat224</div>
+
| <div id="Req220">Req220</div>
| STATUE IMPROVEMENTS
+
| MULTIPLE DEPOTS
 
| (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
+
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat225">Bloat225</div>
+
| <div id="Req221">Req221</div>
| UNPREPARED FISH ROTTING
+
| HISTORY GENERATION
| (Future)
+
| Completed
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.
+
| 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="Bloat226">Bloat226</div>
+
| <div id="Req222">Req222</div>
| WEB CHECK
+
| SAVE COIN BATCHES GLOBALLY
| (Future)
+
| Completed
| Technical issue with webs.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat227">Bloat227</div>
+
| <div id="Req223">Req223</div>
| LEAPING AND PITS
+
| SET RACE MAKER PROPERLY ON ITEMS
 +
| Completed
 +
|
 +
|
 +
|-
 +
| <div id="Req224">Req224</div>
 +
| PARRYING AND ITEMS
 
| (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
+
| Refine parrying chances, based on item type.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat228">Bloat228</div>
+
| <div id="Req225">Req225</div>
| ADVENTURE MODE DREAMS WHILE SLEEPING
+
| BUILD PATH VIOLATION
| (Future)
+
| Completed
| Dreams in adventure mode, occasionally you can get history, other information and quests this way
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat229">Bloat229</div>
+
| <div id="Req226">Req226</div>
| QUICKLIME
+
| BUILDING ADMIRATION BUG
 
| (Future)
 
| (Future)
| Bake limestone in a kiln for it, and implement some uses
+
| A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat230">Bloat230</div>
+
| <div id="Req227">Req227</div>
| DWARVEN HUNGER
+
| PEAKS AND VOLCANOS
 
| Completed
 
| 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
+
| 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="Bloat231">Bloat231</div>
+
| <div id="Req228">Req228</div>
| HIDDEN FUN STUFF
+
| ALLOW MULTIPLE SITES IN A SQUARE
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat232">Bloat232</div>
+
| <div id="Req229">Req229</div>
| SWEAT
+
| PROBLEM WITH SUBREGION TYPING
| (Future)
+
| Completed
| Linked to exertion, can have a number of effects.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat233">Bloat233</div>
+
| <div id="Req230">Req230</div>
| ARENAS
+
| AIMED SHOTS AND BODYPART SIZES
 
| (Future)
 
| (Future)
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
+
| 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="Bloat234">Bloat234</div>
+
| <div id="Req231">Req231</div>
| APPROPRIATE ANIMALS FOR CIVS
+
| NO RECORD
| (Future)
+
| Completed
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat235">Bloat235</div>
+
| <div id="Req232">Req232</div>
| HALF-BLOCKED SKY
+
| CAVE RIVER ENTITIES
 
| (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.
+
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat236">Bloat236</div>
+
| <div id="Req233">Req233</div>
| MARTIAL LAW
+
| ISSUES WITH ITEM SHARING
| (Future)
+
| Completed
| Nobles could declare martial law if things get out of hand, which could have various effects.
+
| There are some potential problems with shared items that need to be addressed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat237">Bloat237</div>
+
| <div id="Req234">Req234</div>
| EVIL ALCHEMY
+
| MULTIGRASP WEAPON PROBLEM
 
| (Future)
 
| (Future)
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
+
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat238">Bloat238</div>
+
| <div id="Req235">Req235</div>
| REGIONAL EVIL EXPLANATIONS
+
| ENTITY ARMOR ISSUES
| (Future)
+
| Completed
| 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.
+
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat239">Bloat239</div>
+
| <div id="Req236">Req236</div>
| REGION HISTORIES
+
| ADVENTURE MODE BUILDING INTERACTIONS
 
| (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.
+
| 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="Bloat240">Bloat240</div>
+
| <div id="Req237">Req237</div>
| Z VEINS
+
| ASKING ABOUT SURROUNDINGS
 
| Completed
 
| 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>
+
| <div id="Req238">Req238</div>
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS
+
| IMPROVE SMELTING
| (Future)
+
| Completed
| 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>
+
| <div id="Req239">Req239</div>
| CLOTHING VARIATIONS
+
| REMOVE STRANGE NOBLE REQUESTS
| (Future)
+
| Completed
| 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>
+
| <div id="Req240">Req240</div>
| VOCALIZATIONS
+
| HAVE CONTENTS CHECKED FOR BAD TRADES
| (Future)
+
| Completed
| Battle yells, random grunts, etc.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat245">Bloat245</div>
+
| <div id="Req241">Req241</div>
| IMPROVEMENT OF ENGRAVINGS
+
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS
| (Future)
+
| Completed
| 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>
+
| <div id="Req242">Req242</div>
| ORGAN RETENTION
+
| HIDE TRAPS FROM ADVENTURER
| (Future)
+
| Completed
| 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>
+
| <div id="Req243">Req243</div>
| TRANSLATION CLEARANCE
+
| PROBLEM WITH GRAB-TEARS
 
| Completed
 
| 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>
+
| <div id="Req244">Req244</div>
| AUTOMATIC MANDATE HANDLING
+
| PLACE CREATURES IN LARGE COMPONENTS
| (Future)
+
| Completed
| Could add an option to make noble mandates go directly into the work order queue.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat251">Bloat251</div>
+
| <div id="Req245">Req245</div>
| USEFUL TREASURER
+
| PROBLEM WITH FULLSCREEN FONTS
| (Future)
+
| Completed
| The treasurer could walk around and combine coin stacks.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat252">Bloat252</div>
+
| <div id="Req246">Req246</div>
| ENVIRONMENTAL LEARNING
+
| FINISH USING ENTITY ITEMS
| (Future)
+
| Completed
| 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>
+
| <div id="Req247">Req247</div>
| ADVANCED WORK ORDERS
+
| IMPROVE END GAME
| (Future)
+
| Completed
| 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>
+
| <div id="Req248">Req248</div>
| GRAB-TEARS II
+
| IMPROVED CAVE POPULATIONS
| (Future)
+
| Completed
| 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>
+
| <div id="Req249">Req249</div>
| VEGETATION MELTING/BOILING
+
| ADVENTURE STORE RESTOCKING
 
| (Future)
 
| (Future)
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
+
| Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features.
|  
+
| [[#Core3|Core3]]
 
|-
 
|-
| <div id="Bloat257">Bloat257</div>
+
| <div id="Req250">Req250</div>
| TANNING
+
| DEAL WITH HIRING RETIREES
| (Future)
+
| Completed
| Tanning should probably be made more interesting.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat258">Bloat258</div>
+
| <div id="Req251">Req251</div>
| WATERPROOFING
+
| PATH BLOCK MESSAGES
| (Future)
+
| Completed
| Waterproofing of leather might become an issue
+
| On a hunt job, path block message was issued repeatedly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat259">Bloat259</div>
+
| <div id="Req252">Req252</div>
| TAWING
+
| USE BARRACKS BEDS
 
| (Future)
 
| (Future)
| An interesting alternative to tanning.
+
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat260">Bloat260</div>
+
| <div id="Req253">Req253</div>
| CUSTOM ENGRAVINGS
+
| JUSTICE MANDATE NUMBERS
 
| (Future)
 
| (Future)
| People have expressed an interest in engraving custom text and symbols.
+
| 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="Bloat261">Bloat261</div>
+
| <div id="Req254">Req254</div>
| LEGEND ERASURE
+
| ASSIGN WEAPON PREFS FROM MIL SCREEN
| (Future)
+
| Completed
| 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>
+
| <div id="Req255">Req255</div>
| MORE THOUGHT INFORMATION
+
| IMPROVE SQUAD SELECTION
| (Future)
+
| Completed
| Certain thoughts need to store additional information.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat263">Bloat263</div>
+
| <div id="Req256">Req256</div>
| MASTERPIECE TRADE
+
| BUTCHERY ISSUES
 
| (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.
+
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat264">Bloat264</div>
+
| <div id="Req257">Req257</div>
| DYES AND MORDANTS
+
| TYPES OF EATERS
 
| (Future)
 
| (Future)
| There are all sorts of things that can be done with dyes and mordants.
+
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat265">Bloat265</div>
+
| <div id="Req258">Req258</div>
| WOODEN FURNITURE DISASSEMBLY
+
| STRANGE MOOD HELP
 
| (Future)
 
| (Future)
| Ability to take apart wooden furniture.
+
| 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="Bloat266">Bloat266</div>
+
| <div id="Req259">Req259</div>
| TALKING ABOUT THE WEATHER
+
| PROBLEM WITH SLAYER NAMES
| (Future)
+
| Completed
| 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>
+
| <div id="Req260">Req260</div>
| EXTENDED BARTERING
+
| DEGREES OF BARTERING
 
| (Future)
 
| (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.
+
| Merchants need to tell you the extent to which your offer failed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat268">Bloat268</div>
+
| <div id="Req261">Req261</div>
| SCREENSHOTS
+
| BARTER CONTAINER PROBLEMS
 
| (Future)
 
| (Future)
| Ability to have the game output a screenshot easily.
+
| In adventure mode, container contents mess up bartering in a number of ways.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat269">Bloat269</div>
+
| <div id="Req262">Req262</div>
| ALCHEMY
+
| PROBLEMS WITH WATER
| (Future)
+
| Completed
| Various uses and reactions of chemicals, acids etc.
+
| Water currently rots and should be value zero.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat270">Bloat270</div>
+
| <div id="Req263">Req263</div>
| COMBAT LOGS AND EVENTS
+
| INAPPROPRIATE CONTAINERS
 
| (Future)
 
| (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.
+
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat271">Bloat271</div>
+
| <div id="Req264">Req264</div>
| DRAGGING PEOPLE AROUND
+
| STOP SPEAKING TO UNINTELLIGENT CREATURES
| (Future)
+
| Completed
| Ability to drag somebody around instead of releasing a wrestling hold when you move.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat272">Bloat272</div>
+
| <div id="Req265">Req265</div>
| WATER POISONING
+
| RETIREMENT ISSUES
 
| (Future)
 
| (Future)
| Malicious creatures might attempt to poison or otherwise taint your water supply.
+
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat273">Bloat273</div>
+
| <div id="Req266">Req266</div>
| ONE-STEP OPTIONS
+
| SITE LOOTING
 
| (Future)
 
| (Future)
| Ability to set the amount of time advanced by the one-step key.
+
| 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="Bloat274">Bloat274</div>
+
| <div id="Req267">Req267</div>
| CUSTOM COLORS
+
| PERSISTENCE OF CORPSE ASSOCIATIONS
| (Future)
+
| Completed
| 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>
+
| <div id="Req268">Req268</div>
| HIDDEN FUN STUFF
+
| ADVENTURE MODE TWEAK
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat277">Bloat277</div>
+
| <div id="Req269">Req269</div>
| SOUND EVENTS
+
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN
| (Future)
+
| Completed
| 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>
+
| <div id="Req270">Req270</div>
| TRAPS THAT PROPEL THINGS
+
| AUTOSAVE
| (Future)
+
| Completed
| Weapon traps cannot propel units, but giant hammer traps should propel units.
+
| 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="Bloat279">Bloat279</div>
+
| <div id="Req271">Req271</div>
| IMPROVED LEVERS
+
| SAND ISSUES
| (Future)
+
| Completed
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
+
| 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="Bloat280">Bloat280</div>
+
| <div id="Req272">Req272</div>
| ONE-WAY/SECRET DOORS
+
| CLARIFY COIN QUOTAS
| (Future)
+
| Completed
| These would be nice but raise path-finding optimization issues.
+
| 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="Bloat281">Bloat281</div>
+
| <div id="Req273">Req273</div>
| IMPROVE ANIMAL MANAGEMENT
+
| STATE OF EMERGENCY
 
| (Future)
 
| (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.
+
| 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="Bloat282">Bloat282</div>
+
| <div id="Req274">Req274</div>
| MORE MINERAL PROPERTIES
+
| ABORTING WORLD GENERATION
| (Future)
+
| Completed
| The various minerals should have additional properties. These might influence dig speed and so on.
+
| Ability to leave history generation in the middle.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat283">Bloat283</div>
+
| <div id="Req275">Req275</div>
| DEBUG OPTIONS
+
| KIDNAPPING ISSUES
| (Future)
+
| Completed
| Various ways to fiddle with internal settings.
+
| Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat284">Bloat284</div>
+
| <div id="Req276">Req276</div>
| RIVER ROCKS
+
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS
| (Future)
+
| Completed
| 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>
+
| <div id="Req277">Req277</div>
| RAIN POOLING
+
| STRANDED NEMESES
 
| (Future)
 
| (Future)
| Rain should have a chance to collect in certain areas.
+
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat287">Bloat287</div>
+
| <div id="Req278">Req278</div>
| THIN ICE
+
| COIN STACKS
| (Future)
+
| Completed
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
+
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat288">Bloat288</div>
+
| <div id="Req279">Req279</div>
| DUST STORMS
+
| MERCHANT COUNTER-OFFERS
| (Future)
+
| Completed
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.
+
| 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="Bloat289">Bloat289</div>
+
| <div id="Req280">Req280</div>
| HUMANS USE HORSES
+
| STAIRWAY BLOCKAGE INFORMATION
 
| Completed
 
| Completed
| Humans should ride horses into battle if they are available.
+
| Needs to tell you why stairways are blocked when you fail to move.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat290">Bloat290</div>
+
| <div id="Req281">Req281</div>
| LAKE/SWAMP IMPROVEMENTS I
+
| RESPECT NEMESIS INVENTORIES
| (Future)
+
| Completed
| Water lilies rooted to the soil below, duckweed floating in the water
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat291">Bloat291</div>
+
| <div id="Req282">Req282</div>
| LAKE/SWAMP IMPROVEMENTS II
+
| ERRONEOUS COMBAT MESSAGES
| (Future)
+
| Completed
| Mosquitoes and leeches.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat292">Bloat292</div>
+
| <div id="Req283">Req283</div>
| DEEP AND PERSISTENT SNOW
+
| CHANGED SOME END GAME PARAMETERS
| (Future)
+
| Completed
| 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>
+
| <div id="Req284">Req284</div>
| LOCAL ROADS
+
| CONTAINER PLACEMENT
 
| (Future)
 
| (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.
+
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat294">Bloat294</div>
+
| <div id="Req285">Req285</div>
| CLEANING ADJACENT INACCESSIBLE SQUARES
+
| OLD BLOODY WALLS
 
| (Future)
 
| (Future)
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
+
| Need to handle bloody river walls in dwarf mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat295">Bloat295</div>
+
| <div id="Req286">Req286</div>
| WEAPON TRAP EFFECTS
+
| HUNTER SLEEP PREFS
 
| (Future)
 
| (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.
+
| Make hunters sleep on the ground only while hunting.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat296">Bloat296</div>
+
| <div id="Req287">Req287</div>
| FINGERLESS GLOVES
+
| SPECIFIC MATERIAL USE
 
| (Future)
 
| (Future)
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
+
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat297">Bloat297</div>
+
| <div id="Req288">Req288</div>
| CONTINUOUS ITEM AMOUNTS
+
| FLOODGATE PLACEMENT ISSUES
 
| (Future)
 
| (Future)
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
+
| It's very common for people to get blocked off by floodgates while placing them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat298">Bloat298</div>
+
| <div id="Req289">Req289</div>
| IMPERFECT CONSTRUCTIONS
+
| MORE CLEANING
 
| (Future)
 
| (Future)
| You should be able to intentionally build submasterpiece buildings and items.
+
| 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="Bloat299">Bloat299</div>
+
| <div id="Req290">Req290</div>
| FLATWORLD
+
| WIELD ISSUES
 
| (Future)
 
| (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.
+
| It can be confused about which object is wielded, and there are some issues about the primary hand.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat300">Bloat300</div>
+
| <div id="Req291">Req291</div>
| ARCHERY TRAINING MATERIALS
+
| NOBLE DEATH
 
| (Future)
 
| (Future)
| Standing orders for archery training regarding which material to use.
+
| 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="Bloat301">Bloat301</div>
+
| <div id="Req292">Req292</div>
| BUILDING SQUARE BLOCKAGES
+
| NO RECORD
| (Future)
+
| Completed
| 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>
+
| <div id="Req293">Req293</div>
| NOISE POLLUTION INDICATOR
+
| STORAGE OPTIMIZATION
| (Future)
+
| Completed
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from
+
| 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="Bloat304">Bloat304</div>
+
| <div id="Req294">Req294</div>
| UNDERGROUND TREE CAPS
+
| NO SILK ROPE SKILLS
| (Future)
+
| Completed
| Evaluate elf tree caps with respect to underground tree farms.
+
| Does clothesmaking skill go up when silk ropes are made?
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat305">Bloat305</div>
+
| <div id="Req295">Req295</div>
| GUILDS
+
| DROWNING ISSUES
| (Future)
+
| Completed
| Bring guild back more robustly as local and civ-wide organizations.
+
| Although drowning is generally harsh, there was a case of people just swimming around in the river.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat306">Bloat306</div>
+
| <div id="Req296">Req296</div>
| HIDDEN FUN STUFF
+
| INDOOR PLANT DEATH
| (Future)
+
| Completed
 +
| Some indoor bushes would die and disappear quickly.
 
|  
 
|  
 +
|-
 +
| <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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat307">Bloat307</div>
+
| <div id="Req298">Req298</div>
| DESCRIPTIVE INFO
+
| SLIDING UNDER ENEMIES
 
| (Future)
 
| (Future)
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
+
| 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="Bloat308">Bloat308</div>
+
| <div id="Req299">Req299</div>
| QUALITY/DAMAGE CUSTOM STOCKPILES
+
| RIVER SITE UPDATE
| (Future)
+
| Completed
| Allow stockpiles to specify quality/damage state.
+
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat309">Bloat309</div>
+
| <div id="Req300">Req300</div>
| SENSIBLE MIGRANT PROVISIONS
+
| TREE DISPLAY PROBLEM
 
| (Future)
 
| (Future)
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
+
| Snow covered leafless deciduous trees aren't white.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat310">Bloat310</div>
+
| <div id="Req301">Req301</div>
| STRICT STONE BUILDING MATERIAL REQUIREMENTS
+
| TRAP AVOIDANCE
 
| (Future)
 
| (Future)
| Some buildings require rock blocks where metal ones would do.
+
| Invaders shouldn't fall for traps if they've seen them used.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat311">Bloat311</div>
+
| <div id="Req302">Req302</div>
| UNIT INVENTORY DISPLAY
+
| ADVENTURER PROFESSIONS
 
| (Future)
 
| (Future)
| Ability to see inventory somewhere on the unit profile screen.
+
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat312">Bloat312</div>
+
| <div id="Req303">Req303</div>
| MIGRANT CONTROL
+
| ENTITY ENEMY LEGEND
 
| (Future)
 
| (Future)
| Ability to refuse migrant groups with repercussions.
+
| If you become a town's enemy, it needs a legend event for it.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat313">Bloat313</div>
+
| <div id="Req304">Req304</div>
| STOCKPILE CONSOLIDATION
+
| STRANGE FOOD OWNERSHIP
 
| (Future)
 
| (Future)
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
+
| 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.
 
|  
 
|  
 
|-
 
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| <div id="Bloat314">Bloat314</div>
+
| <div id="Req305">Req305</div>
| DESIGNATION SIZE INFO
+
| CHEAP BARRELS
 
| (Future)
 
| (Future)
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
+
| 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.
 
|  
 
|  
 
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| <div id="Bloat315">Bloat315</div>
+
| <div id="Req306">Req306</div>
| DESIGNATION SHAPES
+
| UNIT NAME ISSUE
 
| (Future)
 
| (Future)
| Option to designate with circles and custom templates.
+
| Technical problem with unit name display.
 
|  
 
|  
 
|-
 
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| <div id="Bloat316">Bloat316</div>
+
| <div id="Req307">Req307</div>
| PIPE SECTIONS
+
| BLANK TANTRUM MESSAGE
| (Future)
+
| Completed
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
+
| "(blank) is destroyed by Aliz, craftsdwarf."
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat317">Bloat317</div>
+
| <div id="Req308">Req308</div>
| PERSISTENT WILDS
+
| FARM FERTILIZER DISPLAY
| (Future)
+
| Completed
| 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.
+
| Show fertilizer amount for farms where it has happened.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat318">Bloat318</div>
+
| <div id="Req309">Req309</div>
| VARIOUS GRASSES
+
| CHANNEL/AQUEDUCT INTERACTIONS
| (Future)
+
| Completed
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
+
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat319">Bloat319</div>
+
| <div id="Req310">Req310</div>
| IMPROVED BLOOD TRACKING
+
| ITEM NAME ISSUE
| (Future)
+
| Completed
| 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.
+
| Technical problem with item name display.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat320">Bloat320</div>
+
| <div id="Req311">Req311</div>
| WORLD-SPANNING FEATURES
+
| MELEE TRAINING ISSUE
| (Future)
+
| Completed
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
+
| Melee training seems to be deadly again.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat321">Bloat321</div>
+
| <div id="Req312">Req312</div>
| FOOTPRINTS
+
| DOUBLE IMPROVEMENTS
 
| (Future)
 
| (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.
+
| Artifact was studded with gold and gold.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat322">Bloat322</div>
+
| <div id="Req313">Req313</div>
| MISCELLANEOUS MATERIAL ACQUISITION
+
| ROAD BUILDING
 
| (Future)
 
| (Future)
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
+
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat323">Bloat323</div>
+
| <div id="Req314">Req314</div>
| WIDER USE OF