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Difference between revisions of "Consolidated development"
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− | This is | + | 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 | + | 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]]. | ||
|- | |- | ||
Line 72: | Line 74: | ||
|- | |- | ||
| 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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: | + | ! style="width:10%"| Status |
− | ! style="width: | + | ! style="width:50%"| Description |
− | ! style="width: | + | ! 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 | + | | 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> | ||
Line 273: | Line 275: | ||
| 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> | ||
Line 279: | Line 281: | ||
| 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 | + | | 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 | + | | Introduce the legends screen, historical events and historical figures. |
− | | | + | | |
|- | |- | ||
| <div id="Core18">Core18</div> | | <div id="Core18">Core18</div> | ||
Line 303: | Line 305: | ||
| 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> | ||
Line 309: | Line 311: | ||
| (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> | ||
Line 315: | Line 317: | ||
| Completed | | Completed | ||
| Do the intro movies with sound. | | Do the intro movies with sound. | ||
− | | | + | | |
|- | |- | ||
| <div id="Core21">Core21</div> | | <div id="Core21">Core21</div> | ||
Line 321: | Line 323: | ||
| (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> | ||
Line 327: | Line 329: | ||
| (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> | ||
Line 333: | Line 335: | ||
| 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> | ||
Line 344: | Line 346: | ||
| PLOT CLEANUP | | PLOT CLEANUP | ||
| Completed | | Completed | ||
− | | The dwarf mode used to have some fixed plot events | + | | 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]] | ||
|- | |- | ||
Line 356: | Line 358: | ||
| 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]] | ||
|- | |- | ||
Line 368: | Line 370: | ||
| 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]] | ||
|- | |- | ||
Line 381: | Line 383: | ||
| 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 | + | | 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 | + | | 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 | ||
− | | | + | | (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> | ||
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| 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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]] | ||
|} | |} | ||
− | = | + | =Reqs= |
− | + | 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%"| | + | ! style="width:10%"| Req-item |
! style="width:15%"| Name | ! style="width:15%"| Name | ||
− | ! style="width: | + | ! style="width:10%"| Status |
− | ! style="width: | + | ! style="width:50%"| Description |
− | ! style="width: | + | ! style="width:15%"| Requirements |
|- | |- | ||
− | | <div id=" | + | | <div id="Req1">Req1</div> |
− | | | + | | PILE MASTERY AND TYPES |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| (Future) | | (Future) | ||
− | | | + | | Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req2">Req2</div> |
− | | | + | | IMPROVED WORK ORDERS |
| (Future) | | (Future) | ||
− | | | + | | Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req3">Req3</div> |
− | | | + | | TWEAK PRODUCTS OF WOOD BURNING |
| Completed | | Completed | ||
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req4">Req4</div> |
− | | | + | | PAYMENT FOR STORAGE JOBS |
| Completed | | Completed | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req5">Req5</div> |
− | | | + | | STOP TREES FROM BEING ADJACENT |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req6">Req6</div> |
− | | | + | | CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req7">Req7</div> |
− | | | + | | PARTY NOTIFICATION OPTION |
| (Future) | | (Future) | ||
− | | | + | | Option to turn off notification about dwarves organizing parties. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req8">Req8</div> |
− | | | + | | RIVER ACTIVITY AND ATTACKS |
| (Future) | | (Future) | ||
− | | | + | | If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req9">Req9</div> |
− | | | + | | RESTRAINED SLEEP |
| (Future) | | (Future) | ||
− | | | + | | People don't sleep/rest when they are chained/caged. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req10">Req10</div> |
− | | | + | | CARETAKER WELL USE |
− | | | + | | Completed |
− | | | + | | Caretakers seeking water should be able to use wells. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req11">Req11</div> |
− | | | + | | IMPROVED RESCUE |
| (Future) | | (Future) | ||
− | | | + | | People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req12">Req12</div> |
− | | | + | | WRESTLE TARGET PROBLEMS |
− | | | + | | Completed |
− | | | + | | A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req13">Req13</div> |
− | | | + | | WINTER CAVE RIVER |
− | | ( | + | | Completed |
− | + | | (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on. | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req14">Req14</div> |
− | | | + | | OUTSIDE LAVA BLOCKING |
| Completed | | Completed | ||
− | | | + | | Units shouldn't attempt to enter the map if you've blocked it off with lava. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req15">Req15</div> |
− | | | + | | LAVA AND TREES |
− | | | + | | Completed |
− | | | + | | Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req16">Req16</div> |
− | | | + | | REMOVE PUBLIC CHEST/CABINETS |
− | | | + | | Completed |
− | | | + | | This is part of the swap over to the bin system. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req17">Req17</div> |
− | | | + | | AJAR DEFAULT DOOR SETTING |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req18">Req18</div> |
− | | | + | | ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES |
| (Future) | | (Future) | ||
− | | | + | | People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req19">Req19</div> |
− | | | + | | TARGETING PROBLEM |
− | | | + | | Completed |
− | | | + | | Champions didn't seem to want to target anything. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req20">Req20</div> |
− | | | + | | PILE CHECKING |
+ | | (Future) | ||
+ | | People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore. | ||
+ | | | ||
+ | |- | ||
+ | | <div id="Req21">Req21</div> | ||
+ | | BODYGUARDS LEAVING | ||
| (Future) | | (Future) | ||
− | | | + | | Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req22">Req22</div> |
− | | | + | | HAULING PROFESSION |
| (Future) | | (Future) | ||
− | | | + | | New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req23">Req23</div> |
− | | | + | | USE GROUNDING TO CURE TRAFFIC JAMS |
| Completed | | Completed | ||
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req24">Req24</div> |
− | | | + | | TRANSFER PILES |
| (Future) | | (Future) | ||
− | | | + | | You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req25">Req25</div> |
− | | | + | | TANTRUM THROWS |
− | | | + | | Completed |
− | | | + | | Thrown tantrum objects don't hit other friendlies, but they should. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req26">Req26</div> |
− | | | + | | SLEEPING THROUGH TANTRUMS |
− | | | + | | Completed |
− | | | + | | Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req27">Req27</div> |
− | | | + | | IMPROVED WORKSHOP INTERFACES |
| (Future) | | (Future) | ||
− | | | + | | Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req28">Req28</div> |
− | | | + | | CHASMING REFUSE |
− | | | + | | Completed |
− | | | + | | They used to throw refuse in the chasm. Now they don't. They should. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req29">Req29</div> |
− | | | + | | SOLDIER PROFILES |
| (Future) | | (Future) | ||
− | | | + | | Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req30">Req30</div> |
− | | | + | | MORE TRADE GOODS |
− | | | + | | Completed |
− | | | + | | Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req31">Req31</div> |
− | | | + | | EXPAND AVAILABLE EQUIPMENT FOR SETTLERS |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req32">Req32</div> |
− | | | + | | SKILL SYNERGY |
| (Future) | | (Future) | ||
− | | | + | | Have some skills give bonuses to other skills. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req33">Req33</div> |
− | | | + | | SMARTER ENGRAVER |
− | | | + | | Completed |
− | | | + | | Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req34">Req34</div> |
− | | | + | | SHODDY ITEMS |
| (Future) | | (Future) | ||
− | | | + | | Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req35">Req35</div> |
− | | | + | | SHODDY START ITEMS |
| (Future) | | (Future) | ||
− | | | + | | Shoddy items for low skill settlers. |
− | | | + | | [[#Req34|Req34]] |
− | |- | + | |- |
− | | <div id=" | + | | <div id="Req36">Req36</div> |
− | | | + | | 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=" | + | | <div id="Req38">Req38</div> |
− | | | + | | 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=" | + | | <div id="Req39">Req39</div> |
− | | | + | | AXES FOR WOODCUTTERS |
− | | | + | | Completed |
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req40">Req40</div> |
− | | | + | | IMPROVED OUTPOST LIAISON |
− | | | + | | Completed |
− | | | + | | Liaison should come earlier and be more useful. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req41">Req41</div> |
− | | | + | | BUILDING CONSTRUCTION ITEM SELECTION |
− | | | + | | Completed |
− | | | + | | There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req42">Req42</div> |
− | | | + | | STOP JOB RESUME WHEN UNDER ATTACK |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req43">Req43</div> |
− | | | + | | MOVIE MAKER INTERFACE |
| (Future) | | (Future) | ||
− | | | + | | Put fast-forward back in, some other tweaks. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req44">Req44</div> |
− | | | + | | JOB ASSIGN OPTIMIZATION |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req45">Req45</div> |
− | | | + | | TARGET OPTIMIZATION |
− | | ( | + | | Completed |
− | + | | (Obsolete) There are some ways to make this code faster. The overall impact would be slight. | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req46">Req46</div> |
− | | | + | | JOB AMOUNT ABUSE |
| (Future) | | (Future) | ||
− | | | + | | Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req47">Req47</div> |
− | | | + | | GENERAL CHASMING OF ITEMS |
− | | | + | | Completed |
− | | | + | | Once they throw refuse in the chasm again, you should be able to designate any object for disposal. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req48">Req48</div> |
− | | | + | | NO RECORD |
| Completed | | Completed | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req49">Req49</div> |
− | | | + | | POUR BUCKETS INTO BARRELS |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req50">Req50</div> |
− | | | + | | ERRANT BLOOD PLACEMENT |
− | | | + | | Completed |
− | | | + | | In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req51">Req51</div> |
− | | | + | | OVER-POWERED TANTRUMS |
| (Future) | | (Future) | ||
− | | | + | | Damaging certain buildings is too easy. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req52">Req52</div> |
− | | | + | | NO RECORD |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req53">Req53</div> |
− | | | + | | NO RECORD |
| Completed | | Completed | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req54">Req54</div> |
− | | | + | | FOCUS 3D |
| (Future) | | (Future) | ||
− | | | + | | Focus should respect z-coord. Focus is what tells the game you can be hit from behind. |
− | |||
|- | |- | ||
− | | <div id=" | + | | <div id="Req55">Req55</div> |
− | | | + | | NO RECORD |
| Completed | | Completed | ||
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req56">Req56</div> |
− | | | + | | NO RECORD |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req57">Req57</div> |
− | | | + | | NO RECORD |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req58">Req58</div> |
− | | | + | | SOLDIERS ON TOP OF MILITARY SCREEN |
− | | | + | | Completed |
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req59">Req59</div> |
− | | | + | | COLOR ON UNIT SCREEN |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req60">Req60</div> |
− | | | + | | BLOCK EXPLANATIONS |
| Completed | | Completed | ||
− | | | + | | Can't tell what's blocking you when are blocked going down dwarf stairs. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req61">Req61</div> |
− | | | + | | INVASION AFTER-EFFECTS |
− | | | + | | (Future) |
− | | | + | | If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req62">Req62</div> |
− | | | + | | 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=" | + | | <div id="Req63">Req63</div> |
− | | PET | + | | SMALL PET ATTACHMENTS |
| (Future) | | (Future) | ||
− | | | + | | People don't care when their smaller pets die. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req64">Req64</div> |
− | | | + | | ACCESSIBILITY ISSUES |
| (Future) | | (Future) | ||
− | | | + | | Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req65">Req65</div> |
− | | | + | | CRASH BUG WITH BOWS |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req66">Req66</div> |
− | | | + | | PROBLEM WITH POPULATION CREATION |
| Completed | | Completed | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req67">Req67</div> |
− | | | + | | MONSTER BURIAL |
− | | | + | | Completed |
− | | | + | | They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req68">Req68</div> |
− | | | + | | HUNTING ARMOR |
| (Future) | | (Future) | ||
− | | | + | | Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req69">Req69</div> |
− | | | + | | IMPROPER BURIAL |
| Completed | | Completed | ||
− | | | + | | They put a corpse in a coffin that wasn't flagged "Use for Burial". |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req70">Req70</div> |
− | | | + | | BREAKUP ITEM STACKS |
| (Future) | | (Future) | ||
− | | | + | | Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req71">Req71</div> |
− | | | + | | ARMY PROFILES |
| (Future) | | (Future) | ||
− | | | + | | This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition. |
+ | | | ||
+ | |- | ||
+ | | <div id="Req72">Req72</div> | ||
+ | | WILD BEASTS POPULATING SITES | ||
+ | | Completed | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | | <div id="Req73">Req73</div> | ||
+ | | SOME CODE CLEANING | ||
+ | | Completed | ||
+ | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req74">Req74</div> |
− | | | + | | MINING DESIGNATIONS |
| (Future) | | (Future) | ||
− | | | + | | A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req75">Req75</div> |
− | | | + | | REWALL |
− | | | + | | Completed |
− | | | + | | Option to re-wall or fill in channels, using some stone. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req76">Req76</div> |
− | | | + | | INTELLIGENT HUNTING |
| (Future) | | (Future) | ||
− | | | + | | Crossbow hunters should be more intelligent about their ammo. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req77">Req77</div> |
− | | | + | | SOME NEW WILDERNESS CREATURE TYPES |
| Completed | | Completed | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req78">Req78</div> |
− | | | + | | TWEAK FOR PILES |
| Completed | | Completed | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req79">Req79</div> |
− | | | + | | JOB CANCEL NOTICES |
| (Future) | | (Future) | ||
− | | | + | | Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req80">Req80</div> |
− | | | + | | WILDERNESS INTERACTIONS |
| (Future) | | (Future) | ||
− | | | + | | Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req81">Req81</div> |
− | | | + | | ARTISANS WEARING ARMOR |
− | | | + | | (Future) |
− | | | + | | Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req82">Req82</div> |
− | | | + | | NUMBERED JOB REPEAT |
| (Future) | | (Future) | ||
− | | | + | | Option to have numeric repeats for a job. |
− | | | + | | |
|- | |- | ||
− | | <div id=" | + | | <div id="Req83">Req83</div> |
− | | | + | | INTELLIGENT JOB HANDLING |
| (Future) | | (Future) | ||
− | | | + | | More job suspensions rather than complete cancellations. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req84">Req84</div> |
− | | | + | | SKILL ROLL CONSISTENCY |
| (Future) | | (Future) | ||
− | | | + | | Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req85">Req85</div> |
− | | | + | | PAIN DEADENING AND SCARS |
| (Future) | | (Future) | ||
− | | | + | | Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.). |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req86">Req86</div> |
− | | | + | | JOB PRIORITIZING |
| (Future) | | (Future) | ||
− | | | + | | Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress). |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req87">Req87</div> |
− | | | + | | IMPROVE DROWNING |
| (Future) | | (Future) | ||
− | | | + | | Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req88">Req88</div> |
− | | | + | | STOCKS AND CORPSES |
− | | | + | | Completed |
− | | | + | | Problem with corpses/body parts in the stockpile screen. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req89">Req89</div> |
− | | | + | | DIG INTERFACE PROBLEM |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req90">Req90</div> |
− | | | + | | MULTIPLE AUTOMATED SHOP |
| (Future) | | (Future) | ||
− | | | + | | Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req91">Req91</div> |
− | | | + | | LEATHER COUNTING |
| (Future) | | (Future) | ||
− | | | + | | Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req92">Req92</div> |
− | | | + | | BETTER SHOOTING INTERFACE |
| (Future) | | (Future) | ||
− | | | + | | Archery can neglect same square and grounded targets, need to have choice if many are in same square. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req93">Req93</div> |
− | | | + | | NO RECORD |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req94">Req94</div> |
− | | | + | | ABANDONMENT FIX |
| Completed | | Completed | ||
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req95">Req95</div> |
− | | | + | | BETTER TRAP TEXT |
| (Future) | | (Future) | ||
− | | | + | | 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=" | + | | <div id="Req97">Req97</div> |
− | | | + | | VERMIN SWARMS IN ADVENTURE MODE |
| Completed | | Completed | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req98">Req98</div> |
− | | | + | | ART IMAGES |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req99">Req99</div> |
− | | | + | | BURYING THINGS |
| (Future) | | (Future) | ||
− | | | + | | Allow items to be buried under the soil. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req100">Req100</div> |
− | | | + | | COIN STORES |
| (Future) | | (Future) | ||
− | | | + | | Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req101">Req101</div> |
− | | | + | | HAPPINESS UPON RELEASE FROM CONFINEMENT |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req102">Req102</div> |
− | | | + | | SOME WAGE ADJUSTMENTS |
| (Future) | | (Future) | ||
− | | | + | | Jeweler and mechanic jobs should take a little longer but pay more. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req103">Req103</div> |
− | | | + | | NO RECORD |
+ | | Completed | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | | <div id="Req104">Req104</div> | ||
+ | | SLAYER ANNOUNCEMENT | ||
| (Future) | | (Future) | ||
− | | | + | | In dwarf mode, it could include the slayer in some of the death announcements if it is warranted. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req105">Req105</div> |
− | | | + | | SOME BUILDING INTERACTIONS |
− | | | + | | Completed |
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req106">Req106</div> |
− | | | + | | FINALIZING THE STATE OF ACTIVE FLOWS |
| (Future) | | (Future) | ||
− | | | + | | If flows are active when the player quits, their effects need to be handled. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req107">Req107</div> |
− | | | + | | PRIMITIVE WEAPONS |
| (Future) | | (Future) | ||
− | | | + | | Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req108">Req108</div> |
− | | | + | | INTERFACE BINDINGS |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req109">Req109</div> |
− | | | + | | FINISH TRAP BAITING |
| (Future) | | (Future) | ||
− | | | + | | It's very sparse right now. Gems aren't actually used. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req110">Req110</div> |
− | | | + | | NEMESIS TRADES |
| (Future) | | (Future) | ||
− | | | + | | If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req111">Req111</div> |
− | | | + | | FILE I/O CHECKING |
| (Future) | | (Future) | ||
− | | | + | | It could give more feedback about save/load errors. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req112">Req112</div> |
− | | | + | | ITEM AGGREGATES |
| (Future) | | (Future) | ||
− | | | + | | Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req113">Req113</div> |
− | | | + | | RACE SPECIFIC PROFESSION NAMES |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req114">Req114</div> |
− | | | + | | DWARF LEVEL TWISTING ISSUES |
− | | | + | | Completed |
− | | | + | | Can see/shoot through dwarf twisted areas improperly sometimes. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req115">Req115</div> |
− | | | + | | NO RECORD |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req116">Req116</div> |
− | | | + | | PROBLEM WITH LEAVES TEXT |
| Completed | | Completed | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req117">Req117</div> |
− | | | + | | PET CAGE ASSIGNMENT PROBLEM |
| (Future) | | (Future) | ||
− | | | + | | Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req118">Req118</div> |
− | | | + | | SOLDIER STATIONING LOAD PROBLEM |
| Completed | | Completed | ||
− | | | + | | Bug with soldier stationing after load. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req119">Req119</div> |
− | | | + | | LOSS OF THREAD PLANT RESOURCES |
− | | ( | + | | Completed |
− | + | | It still gives you one thread from pig tail(5). | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req120">Req120</div> |
− | | | + | | OFF DUTY SOLDIER STORES |
| (Future) | | (Future) | ||
− | | | + | | Off-duty soldiers don't store their belongings, but they should. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req121">Req121</div> |
− | | | + | | BACKPACK AND QUIVER USE |
− | | | + | | Completed |
− | | | + | | Problem with quivers and backpacks conflicting in dwarf mode especially. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req122">Req122</div> |
− | | | + | | RESPECT BELT SLOT |
− | | | + | | Completed |
− | | | + | | The belt inventory slot is created by pants, but this is only partially respected. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req123">Req123</div> |
− | | | + | | NO RECORD |
| Completed | | Completed | ||
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req124">Req124</div> |
− | | | + | | CAVE-IN RAMIFICATIONS |
| (Future) | | (Future) | ||
− | | There | + | | There are a few jobs that don't handle cave-ins effects properly. Possibly engraving. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req125">Req125</div> |
− | | | + | | BUILDING DAMAGE AND INVADERS |
| (Future) | | (Future) | ||
− | | | + | | Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req126">Req126</div> |
− | | | + | | INVADERS AND WELLS |
− | | ( | + | | Completed |
− | + | | (Obsolete) Invaders are blocked by wells, but they don't destroy them. | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req127">Req127</div> |
− | | | + | | CLARIFY DOOR DESIGNATIONS |
− | | | + | | Completed |
− | | | + | | 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=" | + | | <div id="Req129">Req129</div> |
− | | | + | | IMPROVE COOKING |
| (Future) | | (Future) | ||
− | | | + | | More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req130">Req130</div> |
− | | | + | | SOME MORE END GAME STUFF |
| (Future) | | (Future) | ||
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req131">Req131</div> |
− | | | + | | RECEIVING OFFERINGS |
| (Future) | | (Future) | ||
− | | | + | | When you get king, you should receive offerings. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req132">Req132</div> |
− | | | + | | ELF CHECK DEFICIENCIES |
| (Future) | | (Future) | ||
− | | | + | | Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req133">Req133</div> |
− | | | + | | ELVEN TRADE GOODS |
| (Future) | | (Future) | ||
− | | | + | | Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req134">Req134</div> |
− | | | + | | FORTIFICATION OBJECT PROBLEMS |
| (Future) | | (Future) | ||
− | | | + | | Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req135">Req135</div> |
− | | | + | | HIDDEN REQUIRED FUN STUFF |
| (Future) | | (Future) | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req136">Req136</div> |
− | | | + | | ADVANCED STEALTH |
| (Future) | | (Future) | ||
− | | | + | | Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req137">Req137</div> |
− | | | + | | ORPHANED BABIES |
| (Future) | | (Future) | ||
− | | | + | | Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req138">Req138</div> |
− | | | + | | ALCHEMY AND HEALING |
− | | | + | | (Future) |
− | | | + | | Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req139">Req139</div> |
− | | | + | | POSSIBLE KO BUG |
− | | | + | | Completed |
− | | | + | | Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req140">Req140</div> |
− | | | + | | BETTER JOB CANCELLATION |
| (Future) | | (Future) | ||
− | | | + | | If you are a few steps from completing your job and get a little hungry, you should stick it out. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req141">Req141</div> |
− | | | + | | HANDLE DISCONNECTED COMPONENTS |
− | | | + | | Completed |
− | | | + | | Sometimes needs to deal with disconnected caves on loss. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req142">Req142</div> |
− | | | + | | WEIGHT/INJURY INTERFACE |
| (Future) | | (Future) | ||
− | | | + | | It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req143">Req143</div> |
− | | | + | | ADVENTURE WEAR ISSUES |
| (Future) | | (Future) | ||
− | | | + | | The wearing things in adventure mode should take time and be interruptable. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req144">Req144</div> |
− | | | + | | NAME ENTRY |
− | | ( | + | | Completed |
− | + | | Ability to enter name manually, at least your first name (which is never translated). | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req145">Req145</div> |
− | | | + | | CHANNEL INTERFACE PROBLEMS |
− | | | + | | Completed |
− | | | + | | Sometimes channels can display several times because of the way it links them. This can be changed. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req146">Req146</div> |
− | | | + | | PILE ISSUES |
| (Future) | | (Future) | ||
− | | | + | | Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req147">Req147</div> |
− | | | + | | BUILD PATH VIOLATION |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req148">Req148</div> |
− | | | + | | EXPANDED DUNGEON AI |
| (Future) | | (Future) | ||
− | | | + | | Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req149">Req149</div> |
− | | | + | | 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=" | + | | <div id="Req150">Req150</div> |
− | | | + | | SAFE-CAGING ISSUES |
− | | | + | | Completed |
− | | | + | | Possible problem with caging dangerous animals. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req151">Req151</div> |
− | | | + | | LEGENDS SCREEN |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| Completed | | Completed | ||
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req152">Req152</div> |
− | | | + | | GRAMMAR PROBLEMS |
| (Future) | | (Future) | ||
− | | | + | | There are various grammar problems. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req153">Req153</div> |
− | | | + | | LINE DRAWING |
| Completed | | Completed | ||
− | | | + | | Basic problem with how line code treats adjacent squares. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req154">Req154</div> |
− | | | + | | PROBLEM WITH SECONDARY SCROLLING |
| Completed | | Completed | ||
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req155">Req155</div> |
− | | | + | | NO RECORD |
| Completed | | Completed | ||
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req156">Req156</div> |
− | | | + | | PROJECTILE UNIT KILL CAUSES |
| (Future) | | (Future) | ||
− | | | + | | Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req157">Req157</div> |
− | | | + | | PROBLEM WITH DISTANCE CALCULATION |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req158">Req158</div> |
− | | | + | | THEFT WEIGHT LIMITS |
| (Future) | | (Future) | ||
− | | | + | | Fix up theft weight limits. They are currently arbitrary. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req159">Req159</div> |
− | | | + | | ANIMAL MISCHIEF BROKEN |
− | | | + | | Completed |
− | | | + | | |
+ | | | ||
+ | |- | ||
+ | | <div id="Req160">Req160</div> | ||
+ | | INVENTORY PROBLEMS | ||
+ | | Completed | ||
+ | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req161">Req161</div> |
− | | | + | | LEADER TITLES |
| (Future) | | (Future) | ||
− | | | + | | Civilization leaders need proper titles. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req162">Req162</div> |
− | | | + | | ENTITY RECIPES |
| (Future) | | (Future) | ||
− | | | + | | Civilization initial recipes. This also includes some food management for civs so food items can be created more easily. |
− | | [[# | + | | [[#Req129|Req129]] |
|- | |- | ||
− | | <div id=" | + | | <div id="Req163">Req163</div> |
− | | | + | | NEMESIS SAVE BUG |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req164">Req164</div> |
− | | | + | | ITEM DAMAGE ISSUES |
| (Future) | | (Future) | ||
− | | | + | | Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req165">Req165</div> |
− | | | + | | REFINE POISONING |
| (Future) | | (Future) | ||
− | | | + | | Refine unit contamination amounts and levels. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req166">Req166</div> |
− | | | + | | REFINE WAGON AI |
| Completed | | Completed | ||
− | | | + | | Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req167">Req167</div> |
− | | | + | | NO RECORD |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req168">Req168</div> |
− | | ADVENTURER | + | | ADVENTURER RIDERS |
| (Future) | | (Future) | ||
− | | | + | | Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req169">Req169</div> |
− | | | + | | RAMP USAGE |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req170">Req170</div> |
− | | | + | | PROBLEM WITH ANIMAL TRAINING AND 3D |
| Completed | | Completed | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req171">Req171</div> |
− | | | + | | TARGETING AND MOVEMENT ISSUES |
| (Future) | | (Future) | ||
− | | | + | | Some adventure mode melee targeting and movement code issues. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req172">Req172</div> |
− | | | + | | PROBLEM WITH MULTIPLE HUMAN CIVS |
| (Future) | | (Future) | ||
− | | | + | | It only checks one human civ per season, so some of the update code can work too slowly. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req173">Req173</div> |
− | | | + | | CULLING |
| (Future) | | (Future) | ||
− | | | + | | Cull things when there are too many. It needs to pick the things that are less likely to be missed. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req174">Req174</div> |
− | | | + | | REASON FOR OFFERING |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| (Future) | | (Future) | ||
− | | | + | | There's no point of offering goods to your own king right now. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req175">Req175</div> |
− | | | + | | TRADE OPTIMIZATION |
| (Future) | | (Future) | ||
− | | | + | | Improve trading code. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req176">Req176</div> |
− | | | + | | PET TRADE PROBLEM |
− | | | + | | Completed |
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req177">Req177</div> |
− | | | + | | KING ENTOURAGE |
| (Future) | | (Future) | ||
− | | | + | | Handle offering inventory concerns with these migrants, and line them up nicely perhaps. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req178">Req178</div> |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| NO RECORD | | NO RECORD | ||
| Completed | | Completed | ||
Line 1,914: | Line 1,879: | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req179">Req179</div> |
− | | | + | | SMALL PET INVENTORY DESCRIPTIONS |
| (Future) | | (Future) | ||
− | | | + | | Pet-in-inventory descriptions need to respect the body of the holder. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req180">Req180</div> |
− | | | + | | ENGRAVING LOOK PROBLEMS |
| (Future) | | (Future) | ||
− | | | + | | You can see engraving descriptions even if you are off of the facing level. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req181">Req181</div> |
− | | | + | | MOUNT PROJECTILE ISSUES |
| (Future) | | (Future) | ||
− | | | + | | There are potential problems with riders when mount becomes projectile. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req182">Req182</div> |
− | | | + | | BUILDING PLACEMENT INTERFACE |
− | | | + | | Completed |
− | | | + | | Need to explain why red X appears. |
− | | | + | | |
|- | |- | ||
− | | <div id=" | + | | <div id="Req183">Req183</div> |
− | | | + | | LOOK/SHOOT INTERFACE |
| (Future) | | (Future) | ||
− | | | + | | Improve look interface code a bit. Let you choose targets in shoot/throw. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req184">Req184</div> |
− | | | + | | FLOORS IN LOOK SENTENCES |
| Completed | | Completed | ||
− | | | + | | In the look sentence in adventure mode, it could include information about the floor type. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req185">Req185</div> |
− | | | + | | NO RECORD |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req186">Req186</div> |
− | | | + | | PROPER CIV NEIGHBORS |
| (Future) | | (Future) | ||
− | | | + | | Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req187">Req187</div> |
− | | | + | | SEVER EFFECTS |
− | | | + | | Completed |
− | | | + | | Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req188">Req188</div> |
− | | | + | | SPEED REFINEMENT |
| (Future) | | (Future) | ||
− | | | + | | Differentiate attack and move speed. This has many ramifications and associated difficulties. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req189">Req189</div> |
− | | | + | | ARCHER ARMOR START SKILLS |
| (Future) | | (Future) | ||
− | | | + | | Starting skills for archers are a bit off. They should have some armor skill if they use light armor. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req190">Req190</div> |
− | | | + | | CREATURE KNOWLEDGE |
| (Future) | | (Future) | ||
− | | | + | | Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req191">Req191</div> |
− | | | + | | TREE PREFERENCES |
| (Future) | | (Future) | ||
− | | | + | | Tree preferences are fairly arbitrary right now. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req192">Req192</div> |
− | | | + | | TRANCE BONUSES |
| (Future) | | (Future) | ||
− | | | + | | Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req193">Req193</div> |
− | | | + | | CHANGE ITEM ACQUISITION |
| (Future) | | (Future) | ||
− | | | + | | When people choose inventory items they like, they don't consider dropping what they are already wearing. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req194">Req194</div> |
− | | | + | | STARTING BELT OBJECTS |
| (Future) | | (Future) | ||
− | | | + | | Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req195">Req195</div> |
− | | | + | | ITEM MATERIAL PROBLEM |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req196">Req196</div> |
− | | | + | | DRINK APPRECIATION PROBLEM |
| (Future) | | (Future) | ||
− | | | + | | Liking drinks is flawed, since they like the drink more if the entire drink stack is larger. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req197">Req197</div> |
− | | | + | | BUTCHERY OPTIMIZATION |
| (Future) | | (Future) | ||
− | | | + | | The butchery code can be consolidated with some other sections of the program. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req198">Req198</div> |
− | | | + | | KO VOMIT CHOKE |
| (Future) | | (Future) | ||
− | | | + | | If you are knocked out, you should choke if you vomit sometimes. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req199">Req199</div> |
− | | | + | | VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION |
| (Future) | | (Future) | ||
− | | | + | | There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req200">Req200</div> |
− | | | + | | ARCHER ISSUES |
| (Future) | | (Future) | ||
− | | | + | | Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req201">Req201</div> |
− | | | + | | POTENTIAL PROJECTILE PROBLEM |
| (Future) | | (Future) | ||
− | | | + | | No symptoms, just a code-check. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req202">Req202</div> |
− | | | + | | DRESS/ROBE PROBLEM |
− | | | + | | Completed |
− | | | + | | If dresses/robes are added, there is a problem with how armor would work that needs to be addressed. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req203">Req203</div> |
− | | | + | | PROPER HEALING |
| (Future) | | (Future) | ||
− | | | + | | Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req204">Req204</div> |
− | | | + | | MID-TRADE GAME ENDINGS |
| (Future) | | (Future) | ||
− | | | + | | If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req205">Req205</div> |
− | | | + | | NO RECORD |
| Completed | | Completed | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req206">Req206</div> |
− | | | + | | ITEM WRESTLING |
| (Future) | | (Future) | ||
− | | | + | | Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req207">Req207</div> |
− | | | + | | 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=" | + | | <div id="Req209">Req209</div> |
− | | | + | | ENTITY DEF ITEM TYPES |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req210">Req210</div> |
− | | | + | | GROUP SKILLS IN STARTUP |
| Completed | | Completed | ||
− | | | + | | |
+ | | | ||
+ | |- | ||
+ | | <div id="Req211">Req211</div> | ||
+ | | TOMB STORAGE AND ACCESSIBILITY | ||
+ | | (Future) | ||
+ | | Problem storing inaccessible body in tomb. The job was repeatedly created. | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req212">Req212</div> |
− | | | + | | RE-EVALUATE HAUL LOCATIONS |
| Completed | | Completed | ||
− | | | + | | A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req213">Req213</div> |
− | | | + | | BABY SEARCHER PROBLEM |
| Completed | | Completed | ||
− | | | + | | Thirsty mothers cannot seek lost babies effectively. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req214">Req214</div> |
− | | | + | | START SCENARIOS |
| (Future) | | (Future) | ||
− | | | + | | See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req215">Req215</div> |
− | | | + | | NEMESIS SAVE BUG |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req216">Req216</div> |
− | | | + | | SOME DISPLAY RATE ISSUES |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req217">Req217</div> |
− | | | + | | BUILDING CONSTRUCTION PROBLEM |
| (Future) | | (Future) | ||
− | | | + | | Suspend building constructions if item blocking the build site are unreachable. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req218">Req218</div> |
− | | | + | | MERCHANT ANNOUNCEMENTS |
| (Future) | | (Future) | ||
− | | | + | | Notification when merchants are done unloading. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req219">Req219</div> |
− | | | + | | VERMIN PROBLEM |
| (Future) | | (Future) | ||
− | | | + | | Possibly issue when cleaning vermin references. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req220">Req220</div> |
− | | | + | | MULTIPLE DEPOTS |
| (Future) | | (Future) | ||
− | | | + | | Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req221">Req221</div> |
− | | | + | | HISTORY GENERATION |
− | | | + | | Completed |
− | | | + | | Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req222">Req222</div> |
− | | | + | | SAVE COIN BATCHES GLOBALLY |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req223">Req223</div> |
− | | | + | | SET RACE MAKER PROPERLY ON ITEMS |
+ | | Completed | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | | <div id="Req224">Req224</div> | ||
+ | | PARRYING AND ITEMS | ||
| (Future) | | (Future) | ||
− | | | + | | Refine parrying chances, based on item type. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req225">Req225</div> |
− | | | + | | BUILD PATH VIOLATION |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req226">Req226</div> |
− | | | + | | BUILDING ADMIRATION BUG |
| (Future) | | (Future) | ||
− | | | + | | A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req227">Req227</div> |
− | | | + | | PEAKS AND VOLCANOS |
| Completed | | Completed | ||
− | | | + | | Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req228">Req228</div> |
− | | | + | | ALLOW MULTIPLE SITES IN A SQUARE |
− | | | + | | Completed |
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req229">Req229</div> |
− | | | + | | PROBLEM WITH SUBREGION TYPING |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req230">Req230</div> |
− | | | + | | AIMED SHOTS AND BODYPART SIZES |
| (Future) | | (Future) | ||
− | | | + | | Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req231">Req231</div> |
− | | | + | | NO RECORD |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req232">Req232</div> |
− | | | + | | CAVE RIVER ENTITIES |
| (Future) | | (Future) | ||
− | | | + | | Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req233">Req233</div> |
− | | | + | | ISSUES WITH ITEM SHARING |
− | | | + | | Completed |
− | | | + | | There are some potential problems with shared items that need to be addressed. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req234">Req234</div> |
− | | | + | | MULTIGRASP WEAPON PROBLEM |
| (Future) | | (Future) | ||
− | | | + | | It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req235">Req235</div> |
− | | | + | | ENTITY ARMOR ISSUES |
− | | | + | | Completed |
− | | Right now | + | | For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req236">Req236</div> |
− | | | + | | ADVENTURE MODE BUILDING INTERACTIONS |
| (Future) | | (Future) | ||
− | | | + | | Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req237">Req237</div> |
− | | | + | | ASKING ABOUT SURROUNDINGS |
| Completed | | Completed | ||
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req238">Req238</div> |
− | | | + | | IMPROVE SMELTING |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req239">Req239</div> |
− | | | + | | REMOVE STRANGE NOBLE REQUESTS |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req240">Req240</div> |
− | | | + | | HAVE CONTENTS CHECKED FOR BAD TRADES |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req241">Req241</div> |
− | | | + | | PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req242">Req242</div> |
− | | | + | | HIDE TRAPS FROM ADVENTURER |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req243">Req243</div> |
− | | | + | | PROBLEM WITH GRAB-TEARS |
| Completed | | Completed | ||
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req244">Req244</div> |
− | | | + | | PLACE CREATURES IN LARGE COMPONENTS |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req245">Req245</div> |
− | | | + | | PROBLEM WITH FULLSCREEN FONTS |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req246">Req246</div> |
− | | | + | | FINISH USING ENTITY ITEMS |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req247">Req247</div> |
− | | | + | | IMPROVE END GAME |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req248">Req248</div> |
− | | | + | | IMPROVED CAVE POPULATIONS |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req249">Req249</div> |
− | | | + | | ADVENTURE STORE RESTOCKING |
| (Future) | | (Future) | ||
− | | | + | | Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features. |
− | | | + | | [[#Core3|Core3]] |
|- | |- | ||
− | | <div id=" | + | | <div id="Req250">Req250</div> |
− | | | + | | DEAL WITH HIRING RETIREES |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req251">Req251</div> |
− | | | + | | PATH BLOCK MESSAGES |
− | | | + | | Completed |
− | | | + | | On a hunt job, path block message was issued repeatedly. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req252">Req252</div> |
− | | | + | | USE BARRACKS BEDS |
| (Future) | | (Future) | ||
− | | | + | | People should use the barracks beds when they don't have their own rooms, but they don't do this properly. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req253">Req253</div> |
− | | | + | | JUSTICE MANDATE NUMBERS |
| (Future) | | (Future) | ||
− | | | + | | The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req254">Req254</div> |
− | | | + | | ASSIGN WEAPON PREFS FROM MIL SCREEN |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req255">Req255</div> |
− | | | + | | IMPROVE SQUAD SELECTION |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req256">Req256</div> |
− | | | + | | BUTCHERY ISSUES |
| (Future) | | (Future) | ||
− | | | + | | Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req257">Req257</div> |
− | | | + | | TYPES OF EATERS |
| (Future) | | (Future) | ||
− | | | + | | It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req258">Req258</div> |
− | | | + | | STRANGE MOOD HELP |
| (Future) | | (Future) | ||
− | | | + | | Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req259">Req259</div> |
− | | | + | | PROBLEM WITH SLAYER NAMES |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req260">Req260</div> |
− | | | + | | DEGREES OF BARTERING |
| (Future) | | (Future) | ||
− | | | + | | Merchants need to tell you the extent to which your offer failed. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req261">Req261</div> |
− | | | + | | BARTER CONTAINER PROBLEMS |
| (Future) | | (Future) | ||
− | | | + | | In adventure mode, container contents mess up bartering in a number of ways. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req262">Req262</div> |
− | | | + | | PROBLEMS WITH WATER |
− | | | + | | Completed |
− | | | + | | Water currently rots and should be value zero. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req263">Req263</div> |
− | | | + | | INAPPROPRIATE CONTAINERS |
| (Future) | | (Future) | ||
− | | | + | | Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req264">Req264</div> |
− | | | + | | STOP SPEAKING TO UNINTELLIGENT CREATURES |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req265">Req265</div> |
− | | | + | | RETIREMENT ISSUES |
| (Future) | | (Future) | ||
− | | | + | | Shouldn't be able to retire while you are talking or otherwise in the middle of something. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req266">Req266</div> |
− | | | + | | SITE LOOTING |
| (Future) | | (Future) | ||
− | | | + | | Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req267">Req267</div> |
− | | | + | | PERSISTENCE OF CORPSE ASSOCIATIONS |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req268">Req268</div> |
− | | | + | | ADVENTURE MODE TWEAK |
− | | | + | | Completed |
| | | | ||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req269">Req269</div> |
− | | | + | | PROBLEM WITH CAVE POPULATIONS BEING IN TOWN |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req270">Req270</div> |
− | | | + | | AUTOSAVE |
− | | | + | | Completed |
− | | | + | | We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req271">Req271</div> |
− | | | + | | SAND ISSUES |
− | | | + | | Completed |
− | | | + | | Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later). |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req272">Req272</div> |
− | | | + | | CLARIFY COIN QUOTAS |
− | | | + | | Completed |
− | | | + | | When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req273">Req273</div> |
− | | | + | | STATE OF EMERGENCY |
| (Future) | | (Future) | ||
− | | | + | | Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req274">Req274</div> |
− | | | + | | ABORTING WORLD GENERATION |
− | | | + | | Completed |
− | | | + | | Ability to leave history generation in the middle. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req275">Req275</div> |
− | | | + | | KIDNAPPING ISSUES |
− | | | + | | Completed |
− | | | + | | Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req276">Req276</div> |
− | | | + | | STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req277">Req277</div> |
− | | | + | | STRANDED NEMESES |
| (Future) | | (Future) | ||
− | | | + | | Making regional creatures go home properly instead of being assigned to fairly random places after a game ends. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req278">Req278</div> |
− | | | + | | COIN STACKS |
− | | | + | | Completed |
− | | | + | | Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req279">Req279</div> |
− | | | + | | MERCHANT COUNTER-OFFERS |
− | | | + | | Completed |
− | | | + | | Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req280">Req280</div> |
− | | | + | | STAIRWAY BLOCKAGE INFORMATION |
| Completed | | Completed | ||
− | | | + | | Needs to tell you why stairways are blocked when you fail to move. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req281">Req281</div> |
− | | | + | | RESPECT NEMESIS INVENTORIES |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req282">Req282</div> |
− | | | + | | ERRONEOUS COMBAT MESSAGES |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req283">Req283</div> |
− | | | + | | CHANGED SOME END GAME PARAMETERS |
− | | | + | | Completed |
− | | | + | | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req284">Req284</div> |
− | | | + | | CONTAINER PLACEMENT |
| (Future) | | (Future) | ||
− | | | + | | Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req285">Req285</div> |
− | | | + | | OLD BLOODY WALLS |
| (Future) | | (Future) | ||
− | | | + | | Need to handle bloody river walls in dwarf mode. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req286">Req286</div> |
− | | | + | | HUNTER SLEEP PREFS |
| (Future) | | (Future) | ||
− | | | + | | Make hunters sleep on the ground only while hunting. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req287">Req287</div> |
− | | | + | | SPECIFIC MATERIAL USE |
| (Future) | | (Future) | ||
− | | | + | | Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req288">Req288</div> |
− | | | + | | FLOODGATE PLACEMENT ISSUES |
| (Future) | | (Future) | ||
− | | | + | | It's very common for people to get blocked off by floodgates while placing them. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req289">Req289</div> |
− | | | + | | MORE CLEANING |
| (Future) | | (Future) | ||
− | | | + | | Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req290">Req290</div> |
− | | | + | | WIELD ISSUES |
| (Future) | | (Future) | ||
− | | | + | | It can be confused about which object is wielded, and there are some issues about the primary hand. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req291">Req291</div> |
− | | | + | | NOBLE DEATH |
| (Future) | | (Future) | ||
− | | | + | | Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req292">Req292</div> |
− | | | + | | NO RECORD |
− | | | + | | Completed |
− | |||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req293">Req293</div> |
− | | | + | | STORAGE OPTIMIZATION |
− | | | + | | Completed |
− | | | + | | The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req294">Req294</div> |
− | | | + | | NO SILK ROPE SKILLS |
− | | | + | | Completed |
− | | | + | | Does clothesmaking skill go up when silk ropes are made? |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req295">Req295</div> |
− | | | + | | DROWNING ISSUES |
− | | | + | | Completed |
− | | | + | | Although drowning is generally harsh, there was a case of people just swimming around in the river. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req296">Req296</div> |
− | | | + | | INDOOR PLANT DEATH |
− | | | + | | 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=" | + | | <div id="Req298">Req298</div> |
− | | | + | | SLIDING UNDER ENEMIES |
| (Future) | | (Future) | ||
− | | | + | | If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req299">Req299</div> |
− | | | + | | RIVER SITE UPDATE |
− | | | + | | Completed |
− | | | + | | If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req300">Req300</div> |
− | | | + | | TREE DISPLAY PROBLEM |
| (Future) | | (Future) | ||
− | | | + | | Snow covered leafless deciduous trees aren't white. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req301">Req301</div> |
− | | | + | | TRAP AVOIDANCE |
| (Future) | | (Future) | ||
− | | | + | | Invaders shouldn't fall for traps if they've seen them used. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req302">Req302</div> |
− | | | + | | ADVENTURER PROFESSIONS |
| (Future) | | (Future) | ||
− | | | + | | Need to be able to tame the lizards you find, wood work, make clothes, whatever. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req303">Req303</div> |
− | | | + | | ENTITY ENEMY LEGEND |
| (Future) | | (Future) | ||
− | | | + | | If you become a town's enemy, it needs a legend event for it. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req304">Req304</div> |
− | | | + | | STRANGE FOOD OWNERSHIP |
| (Future) | | (Future) | ||
− | | | + | | Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req305">Req305</div> |
− | | | + | | CHEAP BARRELS |
| (Future) | | (Future) | ||
− | | | + | | In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req306">Req306</div> |
− | | | + | | UNIT NAME ISSUE |
| (Future) | | (Future) | ||
− | | | + | | Technical problem with unit name display. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req307">Req307</div> |
− | | | + | | BLANK TANTRUM MESSAGE |
− | | ( | + | | Completed |
− | + | | "(blank) is destroyed by Aliz, craftsdwarf." | |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req308">Req308</div> |
− | | | + | | FARM FERTILIZER DISPLAY |
− | | | + | | Completed |
− | | | + | | Show fertilizer amount for farms where it has happened. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req309">Req309</div> |
− | | | + | | CHANNEL/AQUEDUCT INTERACTIONS |
− | | | + | | Completed |
− | | | + | | Water should go from channels to aqueducts or you should be able to place floodgates on channels. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req310">Req310</div> |
− | | | + | | ITEM NAME ISSUE |
− | | | + | | Completed |
− | | | + | | Technical problem with item name display. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req311">Req311</div> |
− | | | + | | MELEE TRAINING ISSUE |
− | | | + | | Completed |
− | | | + | | Melee training seems to be deadly again. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req312">Req312</div> |
− | | | + | | DOUBLE IMPROVEMENTS |
| (Future) | | (Future) | ||
− | | | + | | Artifact was studded with gold and gold. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req313">Req313</div> |
− | | | + | | ROAD BUILDING |
| (Future) | | (Future) | ||
− | | | + | | Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section. |
| | | | ||
|- | |- | ||
− | | <div id=" | + | | <div id="Req314">Req314</div> |
− | | |