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Difference between revisions of "Consolidated development"

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This is a (extended) transcript of the old "Consolidated Development Page" as it was before the redesign of the Dwarf Fortress webpage. It includes all long- and short- Term arcs, core-Items, Reqs, Bloats and Powergoals.
+
This is an (extended) transcript of the old "Consolidated Development Page" as it was before the redesign of the ''Dwarf Fortress'' webpage. It includes all long-and short-term arcs, core-items, Reqs, Bloats and Powergoals. The page itself may be found [http://www.bay12games.com/dwarves/dev_single.html here].
 +
 
 +
Note that, due to the page's age, many of the specific goals here may no longer be directly applicable; however, they provide a general overview of the original thought-process behind Dwarf Fortress' development, and the broader arcs are still frequently referred to in reference to current development.
  
 
=Arcs=
 
=Arcs=
  
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such the status of completeness can't be determined that easily.  
+
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such, the status of completeness can't be determined that easily.  
  
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after the version 1.0 is done.  
+
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after version 1.0 is done.  
  
 
==Short-Term Arcs==
 
==Short-Term Arcs==
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|-
 
|-
 
|  ADVANCED HELP ARC   
 
|  ADVANCED HELP ARC   
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help.
+
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help with this, as well as decent in-game help.
 
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
 
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
 
|-
 
|-
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|-
 
|-
 
|  LIFE CYCLE ARC
 
|  LIFE CYCLE ARC
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability un |the actions of the player, so it has to be done carefully.  
+
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability unrelated to the actions of the player, so it has to be done carefully.  
 
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
 
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
 
|-
 
|-
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|-
 
|-
 
|  ADVENTURER SKILLS ARC   
 
|  ADVENTURER SKILLS ARC   
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills |survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
+
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills related to survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
 
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].
 
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].
 
|-
 
|-
 
|  ADVENTURER PARTIES AND ENTITY   
 
|  ADVENTURER PARTIES AND ENTITY   
| As an adventurer with followers, you should can your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI.  
+
| As an adventurer with followers, you should be able to make your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI.  
 
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].
 
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].
 
|-
 
|-
 
| DUNGEON ARC   
 
| DUNGEON ARC   
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world.
+
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in better with the world.
 
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].
 
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].
 
|-
 
|-
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| <div id="Core1">Core1</div>
 
| <div id="Core1">Core1</div>
 
| WRESTLING
 
| WRESTLING
| Completed  
+
| Completed
 
| Introduce close combat with various manuevers.
 
| Introduce close combat with various manuevers.
|
+
|  
 
|-
 
|-
 
| <div id="Core2">Core2</div>
 
| <div id="Core2">Core2</div>
 
| ADVENTURER EATING AND DRINKING
 
| ADVENTURER EATING AND DRINKING
| Completed  
+
| Completed
 
| Start the adventurer with food and allow them to eat and drink.
 
| Start the adventurer with food and allow them to eat and drink.
|
+
|  
 
|-
 
|-
 
| <div id="Core3">Core3</div>
 
| <div id="Core3">Core3</div>
 
| CARAVANS
 
| CARAVANS
| (Future)  
+
| (Future)
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game| though caravans will no longer be 'generated' when needed.,entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress| although it's possible they could be abstracted a bit if they are too numerous.  
+
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous.
 
| [[#Core38|Core38]]
 
| [[#Core38|Core38]]
 
|-
 
|-
 
| <div id="Core4">Core4</div>
 
| <div id="Core4">Core4</div>
 
| GROUND INTERACTIONS
 
| GROUND INTERACTIONS
| Completed  
+
| Completed
 
| Introduce adventurer interacting with the environment.
 
| Introduce adventurer interacting with the environment.
|
+
|  
 
|-
 
|-
 
| <div id="Core5">Core5</div>
 
| <div id="Core5">Core5</div>
 
| ADVENTURER TRAVEL
 
| ADVENTURER TRAVEL
| Completed  
+
| Completed
 
| Allow the adventurer and companions to travel between sites on the world map.
 
| Allow the adventurer and companions to travel between sites on the world map.
|
+
|  
 
|-
 
|-
 
| <div id="Core6">Core6</div>
 
| <div id="Core6">Core6</div>
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
| Completed  
+
| Completed
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
|
+
|  
 
|-
 
|-
 
| <div id="Core7">Core7</div>
 
| <div id="Core7">Core7</div>
 
| CONVERSATIONS
 
| CONVERSATIONS
| Completed  
+
| Completed
 
| Add the ability to talk to other creatures in adventure mode.
 
| Add the ability to talk to other creatures in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core8">Core8</div>
 
| <div id="Core8">Core8</div>
 
| ADVENTURER SHOPS
 
| ADVENTURER SHOPS
| Completed  
+
| Completed
 
| Basic buying and selling of objects in adventure mode.
 
| Basic buying and selling of objects in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core9">Core9</div>
 
| <div id="Core9">Core9</div>
 
| TOWNS
 
| TOWNS
| Completed  
+
| Completed
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
|
+
|  
 
|-
 
|-
 
| <div id="Core10">Core10</div>
 
| <div id="Core10">Core10</div>
 
| OO CODE UPDATE
 
| OO CODE UPDATE
| Completed  
+
| Completed
 
| Update all of the major code objects to C++.
 
| Update all of the major code objects to C++.
|
+
|  
 
|-
 
|-
 
| <div id="Core11">Core11</div>
 
| <div id="Core11">Core11</div>
 
| ENEMY PETS
 
| ENEMY PETS
| (Future)  
+
| (Future)
 
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
 
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
|
+
|  
 
|-
 
|-
 
| <div id="Core12">Core12</div>
 
| <div id="Core12">Core12</div>
 
| END GAME
 
| END GAME
| Completed  
+
| Completed
 
| Handled dwarf mode end game.
 
| Handled dwarf mode end game.
|
+
|  
 
|-
 
|-
 
| <div id="Core13">Core13</div>
 
| <div id="Core13">Core13</div>
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| Completed
 
| Completed
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core14">Core14</div>
 
| <div id="Core14">Core14</div>
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| Completed
 
| Completed
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
|
+
|  
 
|-
 
|-
 
| <div id="Core15">Core15</div>
 
| <div id="Core15">Core15</div>
 
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
| (Future)
 
| (Future)
| Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur| so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
+
| Enemy leaders play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
|
+
|  
 
|-
 
|-
 
| <div id="Core16">Core16</div>
 
| <div id="Core16">Core16</div>
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| Completed
 
| Completed
 
| Additional dwarf mode end game.
 
| Additional dwarf mode end game.
|
+
|  
 
|-
 
|-
 
| <div id="Core17">Core17</div>
 
| <div id="Core17">Core17</div>
 
| LEGENDS
 
| LEGENDS
 
| Completed
 
| Completed
| Introduce the legends screen| historical events and historical figures.
+
| Introduce the legends screen, historical events and historical figures.
|
+
|  
 
|-
 
|-
 
| <div id="Core18">Core18</div>
 
| <div id="Core18">Core18</div>
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| Completed
 
| Completed
 
| Put the interface keys in editable files.
 
| Put the interface keys in editable files.
|
+
|  
 
|-
 
|-
 
| <div id="Core19">Core19</div>
 
| <div id="Core19">Core19</div>
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| (Future)
 
| (Future)
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
|
+
|  
 
|-
 
|-
 
| <div id="Core20">Core20</div>
 
| <div id="Core20">Core20</div>
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| Completed
 
| Completed
 
| Do the intro movies with sound.
 
| Do the intro movies with sound.
|
+
|  
 
|-
 
|-
 
| <div id="Core21">Core21</div>
 
| <div id="Core21">Core21</div>
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| (Future)
 
| (Future)
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
|
+
|  
 
|-
 
|-
 
| <div id="Core22">Core22</div>
 
| <div id="Core22">Core22</div>
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| (Future)
 
| (Future)
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
|
+
|  
 
|-
 
|-
 
| <div id="Core23">Core23</div>
 
| <div id="Core23">Core23</div>
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| Completed
 
| Completed
 
| Do all of the sections of a basic manual to be viewed in-game.
 
| Do all of the sections of a basic manual to be viewed in-game.
|
+
|  
 
|-
 
|-
 
| <div id="Core24">Core24</div>
 
| <div id="Core24">Core24</div>
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| PLOT CLEANUP
 
| PLOT CLEANUP
 
| Completed
 
| Completed
| The dwarf mode used to have some fixed plot events| like an attack by an undead army and so on. These were excised| but there's a lot of associated cleanup needed. Once this is established| the game will be ready for armies.
+
| The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.
|
+
|  
 
|-
 
|-
 
| <div id="Core26">Core26</div>
 
| <div id="Core26">Core26</div>
 
| OVERLAND ARMIES ATTACKS
 
| OVERLAND ARMIES ATTACKS
 
| (Future)
 
| (Future)
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).  
+
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).
 
| [[#Core25|Core25]], [[#Core45|Core45]]
 
| [[#Core25|Core25]], [[#Core45|Core45]]
 
|-
 
|-
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| ARMIES OF DWARVES
 
| ARMIES OF DWARVES
 
| (Future)
 
| (Future)
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.  
+
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.
 
| [[#Core26|Core26]]
 
| [[#Core26|Core26]]
 
|-
 
|-
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| EXTERNAL CONSTRUCTIONS
 
| EXTERNAL CONSTRUCTIONS
 
| (Future)
 
| (Future)
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).  
+
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).
 
| [[#Core28|Core28]]
 
| [[#Core28|Core28]]
 
|-
 
|-
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| KINGDOM
 
| KINGDOM
 
| (Future)
 
| (Future)
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.  
+
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.
 
| [[#Core28|Core28]]
 
| [[#Core28|Core28]]
 
|-
 
|-
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| Completed
 
| Completed
 
| Caves and goblin fortress maps.
 
| Caves and goblin fortress maps.
|
+
|  
 
|-
 
|-
 
| <div id="Core32">Core32</div>
 
| <div id="Core32">Core32</div>
 
| STARTING QUESTS
 
| STARTING QUESTS
 
| Completed
 
| Completed
| Set up asking about surroundings| basic quests and town defense.
+
| Set up asking about surroundings, basic quests and town defense.
|
+
|  
 
|-
 
|-
 
| <div id="Core33">Core33</div>
 
| <div id="Core33">Core33</div>
 
| SERVING YOUR MONARCH
 
| SERVING YOUR MONARCH
 
| (Future)
 
| (Future)
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units| you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
+
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
|
+
|  
 
|-
 
|-
 
| <div id="Core34">Core34</div>
 
| <div id="Core34">Core34</div>
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| Completed
 
| Completed
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
|
+
|  
 
|-
 
|-
 
| <div id="Core35">Core35</div>
 
| <div id="Core35">Core35</div>
 
| DWARF RAIDS
 
| DWARF RAIDS
 
| (Future)
 
| (Future)
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.  
+
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.
 
| [[#Core27|Core27]]
 
| [[#Core27|Core27]]
 
|-
 
|-
 
| <div id="Core36">Core36</div>
 
| <div id="Core36">Core36</div>
 
| BURROWS
 
| BURROWS
| Complete (partially)
+
| (Future)
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas large fortresses should become easier to manage.
+
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
|
+
|  
 
|-
 
|-
 
| <div id="Core37">Core37</div>
 
| <div id="Core37">Core37</div>
Line 417: Line 419:
 
| Completed
 
| Completed
 
| Add the ability to retire (or rest) your adventurer in any town.
 
| Add the ability to retire (or rest) your adventurer in any town.
|
+
|  
 
|-
 
|-
 
| <div id="Core38">Core38</div>
 
| <div id="Core38">Core38</div>
Line 423: Line 425:
 
| (Future)
 
| (Future)
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
|
+
|  
 
|-
 
|-
 
| <div id="Core39">Core39</div>
 
| <div id="Core39">Core39</div>
Line 429: Line 431:
 
| Completed
 
| Completed
 
| Additional handling of dwarf mode end game.
 
| Additional handling of dwarf mode end game.
|
+
|  
 
|-
 
|-
 
| <div id="Core40">Core40</div>
 
| <div id="Core40">Core40</div>
 
| MONSTERS
 
| MONSTERS
 
| (Future)
 
| (Future)
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress| due to a plot event. That might have to wait for magic.
+
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
|
+
|  
 
|-
 
|-
 
| <div id="Core41">Core41</div>
 
| <div id="Core41">Core41</div>
 
| TOWN, HOME AND SCHEDULES
 
| TOWN, HOME AND SCHEDULES
 
| Completed
 
| Completed
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep| but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
+
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
|
+
|  
 
|-
 
|-
 
| <div id="Core42">Core42</div>
 
| <div id="Core42">Core42</div>
 
| TOWN, ITEMS
 
| TOWN, ITEMS
 
| (Future)
 
| (Future)
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns,professions, trade and resources.
+
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
|
+
|  
 
|-
 
|-
 
| <div id="Core43">Core43</div>
 
| <div id="Core43">Core43</div>
Line 459: Line 461:
 
| Completed
 
| Completed
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core45">Core45</div>
 
| <div id="Core45">Core45</div>
 
| CIVILIZATIONS AT WAR
 
| CIVILIZATIONS AT WAR
 
| (Future)
 
| (Future)
| Civilizations (for example| goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.  
+
| Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.
 
| [[#Core44|Core44]]
 
| [[#Core44|Core44]]
 
|-
 
|-
Line 470: Line 472:
 
| ARMY BATTLES
 
| ARMY BATTLES
 
| (Future)
 
| (Future)
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges| tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.  
+
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.
 
| [[#Core45|Core45]]
 
| [[#Core45|Core45]]
 
|-
 
|-
Line 477: Line 479:
 
| Completed
 
| Completed
 
| Unimportant dead historical figures should be abstracted away to save space.
 
| Unimportant dead historical figures should be abstracted away to save space.
|
+
|  
 
|-
 
|-
 
| <div id="Core48">Core48</div>
 
| <div id="Core48">Core48</div>
Line 483: Line 485:
 
| Completed
 
| Completed
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
|
+
|  
 
|-
 
|-
 
| <div id="Core49">Core49</div>
 
| <div id="Core49">Core49</div>
Line 489: Line 491:
 
| Completed
 
| Completed
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core50">Core50</div>
 
| <div id="Core50">Core50</div>
Line 495: Line 497:
 
| (Future)
 
| (Future)
 
| Allow graphical tiles to be used for all game objects.
 
| Allow graphical tiles to be used for all game objects.
|
+
|  
 
|-
 
|-
 
| <div id="Core51">Core51</div>
 
| <div id="Core51">Core51</div>
 
| SIZEABLE GAME WINDOW
 
| SIZEABLE GAME WINDOW
 
| (Future)
 
| (Future)
| Allow the resizing of the game windows| and possibly the support of variable width fonts to allow more text to be displayed.
+
| Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
|
+
|  
 
|-
 
|-
 
| <div id="Core52">Core52</div>
 
| <div id="Core52">Core52</div>
Line 507: Line 509:
 
| (Future)
 
| (Future)
 
| A coherent interface, additional options and mouse support.
 
| A coherent interface, additional options and mouse support.
|
+
|  
 
|-
 
|-
 
| <div id="Core53">Core53</div>
 
| <div id="Core53">Core53</div>
 
| MORE RAW FILES
 
| MORE RAW FILES
 
| (Future)
 
| (Future)
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out| but workshop and furnace types are certainly good candidates.
+
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.
|
+
|  
 
|-
 
|-
 
| <div id="Core54">Core54</div>
 
| <div id="Core54">Core54</div>
 
| TRANSLATION SUPPORT
 
| TRANSLATION SUPPORT
 
| (Future)
 
| (Future)
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators| though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
+
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
|
+
|  
 
|-
 
|-
 
| <div id="Core55">Core55</div>
 
| <div id="Core55">Core55</div>
 
| LIGHTING
 
| LIGHTING
 
| (Future)
 
| (Future)
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).  
+
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).
 
| [[#Req96|Req96]]
 
| [[#Req96|Req96]]
 
|-
 
|-
Line 530: Line 532:
 
| IMPROVED FORTRESS TRANSPORTATION
 
| IMPROVED FORTRESS TRANSPORTATION
 
| (Future)
 
| (Future)
| Though there's always going to be room for improvement here| some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options| and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
+
| Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
|
+
|  
 
|-
 
|-
 
| <div id="Core57">Core57</div>
 
| <div id="Core57">Core57</div>
Line 537: Line 539:
 
| (Future)
 
| (Future)
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
|
+
|  
 
|-
 
|-
 
| <div id="Core58">Core58</div>
 
| <div id="Core58">Core58</div>
Line 543: Line 545:
 
| (Future)
 
| (Future)
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
|
+
|  
 
|-
 
|-
 
| <div id="Core59">Core59</div>
 
| <div id="Core59">Core59</div>
Line 549: Line 551:
 
| (Future)
 
| (Future)
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
|
+
|  
 
|-
 
|-
 
| <div id="Core60">Core60</div>
 
| <div id="Core60">Core60</div>
 
| HEIRS
 
| HEIRS
 
| (Future)
 
| (Future)
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants| and the notion of the family in general could afford to have more impact on the game.
+
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.
|
+
|  
 
|-
 
|-
 
| <div id="Core61">Core61</div>
 
| <div id="Core61">Core61</div>
 
| ADVENTURER ENTITIES
 
| ADVENTURER ENTITIES
 
| (Future)
 
| (Future)
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.  
+
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.
 
| [[#Core24|Core24]]
 
| [[#Core24|Core24]]
 
|-
 
|-
Line 566: Line 568:
 
| FURTHER DIPLOMACY
 
| FURTHER DIPLOMACY
 
| (Future)
 
| (Future)
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting| fun to uphold and,the state of the world| all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions| the system should be satisfying for version 1 as it merges with the caravan arc| wars| tribute and succession conflicts described in other v1 dev items.
+
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.
|
+
|  
 
|-
 
|-
 
| <div id="Core63">Core63</div>
 
| <div id="Core63">Core63</div>
 
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
| (Future)
 
| (Future)
| First of all, succession for positions needs to occur in play, so that dead liaisons are replace,| as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
+
| First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
|
+
|  
 
|-
 
|-
 
| <div id="Core64">Core64</div>
 
| <div id="Core64">Core64</div>
 
| INDIVIDUAL AFFILIATIONS
 
| INDIVIDUAL AFFILIATIONS
 
| (Future)
 
| (Future)
| People in towns should be more distinct| and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well| especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it)| and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
+
| People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
|
+
|  
 
|-
 
|-
 
| <div id="Core65">Core65</div>
 
| <div id="Core65">Core65</div>
 
| ADVENTURER SITE AFFILIATIONS
 
| ADVENTURER SITE AFFILIATIONS
 
| (Future)
 
| (Future)
| When you perform a task for an entity,you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
+
| When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
|
+
|  
 
|-
 
|-
 
| <div id="Core66">Core66</div>
 
| <div id="Core66">Core66</div>
Line 591: Line 593:
 
| (Future)
 
| (Future)
 
| No game is complete without it!
 
| No game is complete without it!
|
+
|  
 
|-
 
|-
 
| <div id="Core67">Core67</div>
 
| <div id="Core67">Core67</div>
 
| RUINS
 
| RUINS
 
| (Future)
 
| (Future)
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things| mainly the civilization in question and what happened to ruin it in the first place.  
+
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place.
 
| [[#Core68|Core68]]
 
| [[#Core68|Core68]]
 
|-
 
|-
Line 608: Line 610:
 
| OLD BATTLEFIELDS
 
| OLD BATTLEFIELDS
 
| (Future)
 
| (Future)
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces| especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields| but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
+
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
|
+
|  
 
|-
 
|-
 
| <div id="Core70">Core70</div>
 
| <div id="Core70">Core70</div>
| FORTRESS RUINS,PRODUCTION TRACKING AND HISTORY TRIGGERS
+
| FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS
 
| (Future)
 
| (Future)
 
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
 
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
|
+
|  
 
|-
 
|-
 
| <div id="Core71">Core71</div>
 
| <div id="Core71">Core71</div>
Line 621: Line 623:
 
| (Future)
 
| (Future)
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
|
+
|  
 
|-
 
|-
 
| <div id="Core72">Core72</div>
 
| <div id="Core72">Core72</div>
Line 627: Line 629:
 
| (Future)
 
| (Future)
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
|
+
|  
 
|-
 
|-
 
| <div id="Core73">Core73</div>
 
| <div id="Core73">Core73</div>
Line 633: Line 635:
 
| (Future)
 
| (Future)
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
|
+
|  
 
|-
 
|-
 
| <div id="Core74">Core74</div>
 
| <div id="Core74">Core74</div>
Line 639: Line 641:
 
| (Future)
 
| (Future)
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
|
+
|  
 
|-
 
|-
 
| <div id="Core75">Core75</div>
 
| <div id="Core75">Core75</div>
 
| ADVENTURER GENERATION AND SCENARIOS
 
| ADVENTURER GENERATION AND SCENARIOS
 
| (Future)
 
| (Future)
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here| from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world| creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
+
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fully into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
|
+
|  
 
|-
 
|-
 
| <div id="Core76">Core76</div>
 
| <div id="Core76">Core76</div>
Line 651: Line 653:
 
| (Future)
 
| (Future)
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
|
+
|  
 
|-
 
|-
 
| <div id="Core77">Core77</div>
 
| <div id="Core77">Core77</div>
Line 657: Line 659:
 
| (Future)
 
| (Future)
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
|
+
|  
 
|-
 
|-
 
| <div id="Core78">Core78</div>
 
| <div id="Core78">Core78</div>
 
| WILDERNESS POPULATION TRACKING
 
| WILDERNESS POPULATION TRACKING
 
| (Future)
 
| (Future)
| Wilderness population is quite limited and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
+
| Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
|
+
|  
 
|-
 
|-
 
| <div id="Core79">Core79</div>
 
| <div id="Core79">Core79</div>
 
| COLLECTORS AND FINDING BUYERS
 
| COLLECTORS AND FINDING BUYERS
 
| (Future)
 
| (Future)
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects| if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
+
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
|
+
|  
 
|-
 
|-
 
| <div id="Core80">Core80</div>
 
| <div id="Core80">Core80</div>
Line 675: Line 677:
 
| (Future)
 
| (Future)
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
|
+
|  
 
|-
 
|-
 
| <div id="Core81">Core81</div>
 
| <div id="Core81">Core81</div>
Line 681: Line 683:
 
| (Future)
 
| (Future)
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
|
+
|  
 
|-
 
|-
 
| <div id="Core82">Core82</div>
 
| <div id="Core82">Core82</div>
 
| THIEF AND SUPPORTING CAST
 
| THIEF AND SUPPORTING CAST
 
| (Future)
 
| (Future)
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode beyond what's there now, is an open question.
+
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.
|
+
|  
 
|-
 
|-
 
| <div id="Core83">Core83</div>
 
| <div id="Core83">Core83</div>
Line 693: Line 695:
 
| (Future)
 
| (Future)
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
|
+
|  
 
|-
 
|-
 
| <div id="Core84">Core84</div>
 
| <div id="Core84">Core84</div>
 
| HUNTING AND GATHERING
 
| HUNTING AND GATHERING
 
| (Future)
 
| (Future)
| You need to be able to obtain food from the wilderness and perform other tasks,processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
+
| You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
|
+
|  
 
|-
 
|-
 
| <div id="Core85">Core85</div>
 
| <div id="Core85">Core85</div>
Line 705: Line 707:
 
| (Future)
 
| (Future)
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
|
+
|  
 
|-
 
|-
 
| <div id="Core86">Core86</div>
 
| <div id="Core86">Core86</div>
Line 711: Line 713:
 
| (Future)
 
| (Future)
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
|
+
|  
 
|-
 
|-
 
| <div id="Core87">Core87</div>
 
| <div id="Core87">Core87</div>
Line 717: Line 719:
 
| (Future)
 
| (Future)
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
|
+
|  
 
|-
 
|-
 
| <div id="Core88">Core88</div>
 
| <div id="Core88">Core88</div>
Line 723: Line 725:
 
| (Future)
 
| (Future)
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
|
+
|  
 
|-
 
|-
 
| <div id="Core89">Core89</div>
 
| <div id="Core89">Core89</div>
Line 729: Line 731:
 
| (Future)
 
| (Future)
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
|
+
|  
 
|-
 
|-
 
| <div id="Core90">Core90</div>
 
| <div id="Core90">Core90</div>
Line 735: Line 737:
 
| (Future)
 
| (Future)
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
|
+
|  
 
|-
 
|-
 
| <div id="Core91">Core91</div>
 
| <div id="Core91">Core91</div>
Line 741: Line 743:
 
| (Future)
 
| (Future)
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
|
+
|  
 
|-
 
|-
 
| <div id="Core92">Core92</div>
 
| <div id="Core92">Core92</div>
Line 747: Line 749:
 
| (Future)
 
| (Future)
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
|
+
|  
 
|-
 
|-
 
| <div id="Core93">Core93</div>
 
| <div id="Core93">Core93</div>
Line 758: Line 760:
 
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
 
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
 
| (Future)
 
| (Future)
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.  
+
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.
| [[#Core92|Core92]].
+
| [[#Core92|Core92]]
 
|-
 
|-
 
| <div id="Core95">Core95</div>
 
| <div id="Core95">Core95</div>
 
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
 
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
 
| (Future)
 
| (Future)
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.  
+
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.
 
| [[#Core93|Core93]], [[#Core94|Core94]]
 
| [[#Core93|Core93]], [[#Core94|Core94]]
 
|-
 
|-
Line 770: Line 772:
 
| GENERALIZED CURSES AND OTHER ALTERATIONS
 
| GENERALIZED CURSES AND OTHER ALTERATIONS
 
| (Future)
 
| (Future)
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).  
+
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).
 
| [[#Core92|Core92]]
 
| [[#Core92|Core92]]
 
|-
 
|-
Line 777: Line 779:
 
| (Future)
 
| (Future)
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
|
+
|  
 
|-
 
|-
 
| <div id="Core98">Core98</div>
 
| <div id="Core98">Core98</div>
 
| BASIC GRAMMAR
 
| BASIC GRAMMAR
 
| (Future)
 
| (Future)
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.  
+
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.
 
| [[#Core97|Core97]]
 
| [[#Core97|Core97]]
 
|-
 
|-
Line 788: Line 790:
 
| WRITING
 
| WRITING
 
| (Future)
 
| (Future)
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.  
+
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.
 
| [[#Core98|Core98]]
 
| [[#Core98|Core98]]
 
|-
 
|-
Line 794: Line 796:
 
| NEW LANGUAGE ITEMS
 
| NEW LANGUAGE ITEMS
 
| (Future)
 
| (Future)
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).  
+
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).
 
| [[#Core99|Core99]]
 
| [[#Core99|Core99]]
 
|}
 
|}
  
=Bloats=
+
=Reqs=
  
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.
+
Reqs are old bugs, additions and adjustments that have to be handled.  
  
 
{| class="wikitable" valign="top"
 
{| class="wikitable" valign="top"
 
|- style="background:#EFEFEF"
 
|- style="background:#EFEFEF"
! style="width:10%"| Bloat-item
+
! style="width:10%"| Req-item
 
! style="width:15%"| Name
 
! style="width:15%"| Name
 
! style="width:10%"| Status
 
! style="width:10%"| Status
Line 810: Line 812:
 
! style="width:15%"| Requirements
 
! style="width:15%"| Requirements
 
|-
 
|-
| <div id="Bloat1">Bloat1</div>
+
| <div id="Req1">Req1</div>
| ITEM GLOSSES
+
| PILE MASTERY AND TYPES
| Completed
 
|
 
|
 
|-
 
| <div id="Bloat2">Bloat2</div>
 
| MORE ITEM IMPROVEMENTS
 
 
| (Future)
 
| (Future)
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
+
| Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat3">Bloat3</div>
+
| <div id="Req2">Req2</div>
| PLAY
+
| IMPROVED WORK ORDERS
 
| (Future)
 
| (Future)
| Kids should want toys and play with them, adults can use puzzle boxes.
+
| Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat4">Bloat4</div>
+
| <div id="Req3">Req3</div>
| HIDDEN FUN STUFF
+
| TWEAK PRODUCTS OF WOOD BURNING
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat5">Bloat5</div>
+
| <div id="Req4">Req4</div>
| BURROWS
+
| PAYMENT FOR STORAGE JOBS
 
| Completed
 
| Completed
| (Upgraded) Moved this to a core item.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat6">Bloat6</div>
+
| <div id="Req5">Req5</div>
| BAR COUNTING
+
| STOP TREES FROM BEING ADJACENT
| (Future)
+
| Completed
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat7">Bloat7</div>
+
| <div id="Req6">Req6</div>
| RENTAL UNITS
+
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
| (Future)
+
| Completed
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
 
 
|  
 
|  
|-
 
| <div id="Bloat8">Bloat8</div>
 
| RENT SETTING
 
| (Future)
 
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat9">Bloat9</div>
+
| <div id="Req7">Req7</div>
| NOBLE RENT TWEAKS
+
| PARTY NOTIFICATION OPTION
 
| (Future)
 
| (Future)
| Nobles tweaking the rent of places they like so as to obtain them.
+
| Option to turn off notification about dwarves organizing parties.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat10">Bloat10</div>
+
| <div id="Req8">Req8</div>
| WHEELBARROWS
+
| RIVER ACTIVITY AND ATTACKS
 
| (Future)
 
| (Future)
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
+
| If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat11">Bloat11</div>
+
| <div id="Req9">Req9</div>
| FOOD HOARDERS BEWARE
+
| RESTRAINED SLEEP
 
| (Future)
 
| (Future)
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
+
| People don't sleep/rest when they are chained/caged.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat12">Bloat12</div>
+
| <div id="Req10">Req10</div>
| VERMIN TROUBLE
+
| CARETAKER WELL USE
| (Future)
+
| Completed
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
+
| Caretakers seeking water should be able to use wells.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat13">Bloat13</div>
+
| <div id="Req11">Req11</div>
| HUNTING THE SMALL
+
| IMPROVED RESCUE
 
| (Future)
 
| (Future)
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
+
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat14">Bloat14</div>
+
| <div id="Req12">Req12</div>
| HUNTER AI
+
| WRESTLE TARGET PROBLEMS
| (Future)
+
| Completed
| Be smarter about returning kills when interrupted.
+
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat15">Bloat15</div>
+
| <div id="Req13">Req13</div>
| FILTHY COMBAT EXTENSIONS
+
| WINTER CAVE RIVER
| (Future)
+
| Completed
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
+
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat16">Bloat16</div>
+
| <div id="Req14">Req14</div>
| ADVENTURING IN DWARF MODE
+
| OUTSIDE LAVA BLOCKING
 
| Completed
 
| Completed
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
+
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat17">Bloat17</div>
+
| <div id="Req15">Req15</div>
| UNDERWATER DUNGEONS
+
| LAVA AND TREES
| (Future)
+
| Completed
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
+
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat18">Bloat18</div>
+
| <div id="Req16">Req16</div>
| VERMIN AND DISEASE
+
| REMOVE PUBLIC CHEST/CABINETS
| (Future)
+
| Completed
| Link vermin to plagues.
+
| This is part of the swap over to the bin system.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat19">Bloat19</div>
+
| <div id="Req17">Req17</div>
| FLUID WORKSHOPS
+
| AJAR DEFAULT DOOR SETTING
| (Future)
+
| Completed
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat20">Bloat20</div>
+
| <div id="Req18">Req18</div>
| TRAP CONVERSION ISSUES
+
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES
 
| (Future)
 
| (Future)
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
+
| People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat21">Bloat21</div>
+
| <div id="Req19">Req19</div>
| VARIOUS GHOST IDEAS
+
| TARGETING PROBLEM
| (Future)
+
| Completed
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
+
| Champions didn't seem to want to target anything.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat22">Bloat22</div>
+
| <div id="Req20">Req20</div>
| ART HISTORY
+
| PILE CHECKING
 +
| (Future)
 +
| People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
 +
|
 +
|-
 +
| <div id="Req21">Req21</div>
 +
| BODYGUARDS LEAVING
 
| (Future)
 
| (Future)
| Comments on art work, over different periods in the artist's career.
+
| Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat23">Bloat23</div>
+
| <div id="Req22">Req22</div>
| END GAME EXPANSION
+
| HAULING PROFESSION
 
| (Future)
 
| (Future)
| Extend adventure opportunities in end game caverns.
+
| New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat24">Bloat24</div>
+
| <div id="Req23">Req23</div>
| ADVENTURE MODE TWEAK
+
| USE GROUNDING TO CURE TRAFFIC JAMS
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat25">Bloat25</div>
+
| <div id="Req24">Req24</div>
| ELVEN FOREST RETREAT
+
| TRANSFER PILES
 
| (Future)
 
| (Future)
| Control elf forest retreat. They could be on break all the time.
+
| You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat26">Bloat26</div>
+
| <div id="Req25">Req25</div>
| SIDE STORIES
+
| TANTRUM THROWS
| (Future)
+
| Completed
| Little scenarios and side stories added to caves to make them more interesting.
+
| Thrown tantrum objects don't hit other friendlies, but they should.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat27">Bloat27</div>
+
| <div id="Req26">Req26</div>
| ABSTRACT KNOWLEDGE SYSTEM
+
| SLEEPING THROUGH TANTRUMS
| (Future)
+
| Completed
| Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
+
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat28">Bloat28</div>
+
| <div id="Req27">Req27</div>
| GATES
+
| IMPROVED WORKSHOP INTERFACES
 
| (Future)
 
| (Future)
| Sizeable giant gates that can be opened and closed remotely.
+
| Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat29">Bloat29</div>
+
| <div id="Req28">Req28</div>
| MECHANISMS OUTDOORS
+
| CHASMING REFUSE
| (Future)
+
| Completed
| Allow some of the traps to be placed outside.
+
| They used to throw refuse in the chasm. Now they don't. They should.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat30">Bloat30</div>
+
| <div id="Req29">Req29</div>
| AUTOMATE KITCHEN
+
| SOLDIER PROFILES
 
| (Future)
 
| (Future)
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
+
| Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat31">Bloat31</div>
+
| <div id="Req30">Req30</div>
| ABUSING DIPLOMATS AND MERCHANTS
+
| MORE TRADE GOODS
| (Future)
+
| Completed
| Various ways to assassinate diplomats and cause trouble.
+
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat32">Bloat32</div>
+
| <div id="Req31">Req31</div>
| WORKSHOP ASSIGNMENT
+
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
| (Future)
+
| Completed
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat33">Bloat33</div>
+
| <div id="Req32">Req32</div>
| EYE GLASSES
+
| SKILL SYNERGY
 
| (Future)
 
| (Future)
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
+
| Have some skills give bonuses to other skills.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat34">Bloat34</div>
+
| <div id="Req33">Req33</div>
| MIRRORS
+
| SMARTER ENGRAVER
| (Future)
+
| Completed
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
+
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat35">Bloat35</div>
+
| <div id="Req34">Req34</div>
| PROSTHETIC LIMBS
+
| SHODDY ITEMS
 
| (Future)
 
| (Future)
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
+
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat36">Bloat36</div>
+
| <div id="Req35">Req35</div>
| DICE AND PLAYING CARDS
+
| SHODDY START ITEMS
 
| (Future)
 
| (Future)
|  
+
| Shoddy items for low skill settlers.
|  
+
| [[#Req34|Req34]]
|-
+
|-
| <div id="Bloat37">Bloat37</div>
+
| <div id="Req36">Req36</div>
| COSTUMES
+
| INIT BUG
 +
| Completed
 +
| Potential initialization problem for dwarf mode if previous games have been played.
 +
|  
 +
|-
 +
| <div id="Req37">Req37</div>
 +
| TRIGGER LINK INTERFACE
 
| (Future)
 
| (Future)
|  
+
| It could be more clear about what you are linking to and what it will do.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat38">Bloat38</div>
+
| <div id="Req38">Req38</div>
| MASKS
+
| JOB INFORMATION RETENTION
 
| (Future)
 
| (Future)
|  
+
| Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat39">Bloat39</div>
+
| <div id="Req39">Req39</div>
| CLOCKS
+
| AXES FOR WOODCUTTERS
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat40">Bloat40</div>
+
| <div id="Req40">Req40</div>
| BETTER BEDS
+
| IMPROVED OUTPOST LIAISON
| (Future)
+
| Completed
| Can extend the list of available materials, add blankets, pillows, etc.
+
| Liaison should come earlier and be more useful.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat41">Bloat41</div>
+
| <div id="Req41">Req41</div>
| MECHANICAL TOYS
+
| BUILDING CONSTRUCTION ITEM SELECTION
| (Future)
+
| Completed
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
+
| There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat42">Bloat42</div>
+
| <div id="Req42">Req42</div>
| AUTOMATONS
+
| STOP JOB RESUME WHEN UNDER ATTACK
| (Future)
+
| Completed
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat43">Bloat43</div>
+
| <div id="Req43">Req43</div>
| THINGS TO SMOKE
+
| MOVIE MAKER INTERFACE
 
| (Future)
 
| (Future)
| Things to smoke, pipes, smoke circle events and so on.
+
| Put fast-forward back in, some other tweaks.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat44">Bloat44</div>
+
| <div id="Req44">Req44</div>
| RESCUE OPERATIONS
+
| JOB ASSIGN OPTIMIZATION
| (Future)
+
| Completed
| Rescuing kidnap victims using baron-level patrols or adventurers.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat45">Bloat45</div>
+
| <div id="Req45">Req45</div>
| FLASKS
+
| TARGET OPTIMIZATION
| (Future)
+
| Completed
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
+
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat46">Bloat46</div>
+
| <div id="Req46">Req46</div>
| PROPER PREGNANCY
+
| JOB AMOUNT ABUSE
 
| (Future)
 
| (Future)
| Currently creatures become pregnant from a distance, although it does do a gender check at least.
+
| Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat47">Bloat47</div>
+
| <div id="Req47">Req47</div>
| POND FISHING
+
| GENERAL CHASMING OF ITEMS
| (Future)
+
| Completed
| Cats should fish things out of your ponds.
+
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat48">Bloat48</div>
+
| <div id="Req48">Req48</div>
| PERSONALITIES
+
| NO RECORD
 
| Completed
 
| Completed
| Dwarves should be further individualized with the potential to affect most aspects of the game.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat49">Bloat49</div>
+
| <div id="Req49">Req49</div>
| ARTIFACT GROUPS
+
| POUR BUCKETS INTO BARRELS
| (Future)
+
| Completed
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
 
 
|  
 
|  
|-
 
| <div id="Bloat50">Bloat50</div>
 
| RESTRICT ANIMAL TRAINING
 
| (Future)
 
| Decrease the effective age range for training animals.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat51">Bloat51</div>
+
| <div id="Req50">Req50</div>
| FAMILY TREE INTERFACE
+
| ERRANT BLOOD PLACEMENT
| (Future)
+
| Completed
| Ability to view family trees. Show marriages, pets, parents of pets, etc.
+
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat52">Bloat52</div>
+
| <div id="Req51">Req51</div>
| INTERFACE MOVEMENT
+
| OVER-POWERED TANTRUMS
 
| (Future)
 
| (Future)
| More ways in the interface to get between different unit/building/item views.
+
| Damaging certain buildings is too easy.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat53">Bloat53</div>
+
| <div id="Req52">Req52</div>
| MANDATE TEXT
+
| NO RECORD
| (Future)
+
| Completed
| Add some flavor text to noble mandates, including punishment descriptions.
 
 
|  
 
|  
|-
 
| <div id="Bloat54">Bloat54</div>
 
| BUILDING JOB PRIORITIES
 
| (Future)
 
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat55">Bloat55</div>
+
| <div id="Req53">Req53</div>
| SULLIES
+
| NO RECORD
 
| Completed
 
| Completed
| Blood contaminants on units and items from fights and walking through pools, etc.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat56">Bloat56</div>
+
| <div id="Req54">Req54</div>
| EXTEND FELL MOOD
+
| FOCUS 3D
 
| (Future)
 
| (Future)
| Extend fell mood to encompass other victims.
+
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
|
 
 
|-
 
|-
| <div id="Bloat57">Bloat57</div>
+
| <div id="Req55">Req55</div>
| LAVA FURNACES
+
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat58">Bloat58</div>
+
| <div id="Req56">Req56</div>
| MORE LIVESTOCK
+
| NO RECORD
| (Future)
+
| Completed
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat59">Bloat59</div>
+
| <div id="Req57">Req57</div>
| MORE HAULING
+
| NO RECORD
| (Future)
+
| Completed
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
 
 
|  
 
|  
|-
 
| <div id="Bloat60">Bloat60</div>
 
| KITCHEN STORAGE
 
| (Future)
 
| Allow kitchen to store some barrels, although not sure about this.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat61">Bloat61</div>
+
| <div id="Req58">Req58</div>
| HIDDEN MACABRE FUN STUFF
+
| SOLDIERS ON TOP OF MILITARY SCREEN
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat62">Bloat62</div>
+
| <div id="Req59">Req59</div>
| WORKSHOP GUILD ASSOCIATIONS
+
| COLOR ON UNIT SCREEN
| (Future)
+
| Completed
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.
 
 
|  
 
|  
|-
 
| <div id="Bloat63">Bloat63</div>
 
| COAL BYPRODUCTS
 
| (Future)
 
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat64">Bloat64</div>
+
| <div id="Req60">Req60</div>
| PROPER GEM ENVIRONMENTS
+
| BLOCK EXPLANATIONS
 
| Completed
 
| Completed
| Link gem types with proper substrates as much as possible.
+
| Can't tell what's blocking you when are blocked going down dwarf stairs.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat65">Bloat65</div>
+
| <div id="Req61">Req61</div>
| ROCK APPEARANCE
+
| INVASION AFTER-EFFECTS
| Completed
+
| (Future)
| Make sandstone look better, can extend rock types in general.
+
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat66">Bloat66</div>
+
| <div id="Req62">Req62</div>
| NO RECORD
+
| SITE CLIFF DEFINITION
 
| Completed
 
| Completed
|  
+
| There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat67">Bloat67</div>
+
| <div id="Req63">Req63</div>
| PET AGE INTERFACE
+
| SMALL PET ATTACHMENTS
 
| (Future)
 
| (Future)
| Mention pet age in their names or have profiles for them.
+
| People don't care when their smaller pets die.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat68">Bloat68</div>
+
| <div id="Req64">Req64</div>
| SCARY EVIL ARMIES
+
| ACCESSIBILITY ISSUES
 
| (Future)
 
| (Future)
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
+
| Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat69">Bloat69</div>
+
| <div id="Req65">Req65</div>
| MORE END GAME
+
| CRASH BUG WITH BOWS
| (Future)
+
| Completed
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
 
 
|  
 
|  
|-
 
| <div id="Bloat70">Bloat70</div>
 
| ROOM ASSIGNMENT INTERFACE
 
| (Future)
 
| Ability to assign rooms from the unit screen.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat71">Bloat71</div>
+
| <div id="Req66">Req66</div>
| MORE UNIT TYPES
+
| PROBLEM WITH POPULATION CREATION
 
| Completed
 
| Completed
| Add some more distinctions to dwarf unit types.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat72">Bloat72</div>
+
| <div id="Req67">Req67</div>
| ELVEN DIPLOMACY
+
| MONSTER BURIAL
| (Future)
+
| Completed
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
+
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat73">Bloat73</div>
+
| <div id="Req68">Req68</div>
| MORE DIPLOMACY
+
| HUNTING ARMOR
 
| (Future)
 
| (Future)
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
+
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat74">Bloat74</div>
+
| <div id="Req69">Req69</div>
| NO RECORD
+
| IMPROPER BURIAL
 
| Completed
 
| Completed
|  
+
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat75">Bloat75</div>
+
| <div id="Req70">Req70</div>
| MINOR PUNISHMENT
+
| BREAKUP ITEM STACKS
 
| (Future)
 
| (Future)
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
+
| Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat76">Bloat76</div>
+
| <div id="Req71">Req71</div>
| MONSTER FIGHTING SKILLS
+
| ARMY PROFILES
 
| (Future)
 
| (Future)
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
+
| This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
 +
|
 +
|-
 +
| <div id="Req72">Req72</div>
 +
| WILD BEASTS POPULATING SITES
 +
| Completed
 +
|
 +
|
 +
|-
 +
| <div id="Req73">Req73</div>
 +
| SOME CODE CLEANING
 +
| Completed
 +
|
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat77">Bloat77</div>
+
| <div id="Req74">Req74</div>
| CLAY, MUD, ADOBE STUFF
+
| MINING DESIGNATIONS
 
| (Future)
 
| (Future)
| Can use the kiln, have glazes, etc. Bricks.
+
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat78">Bloat78</div>
+
| <div id="Req75">Req75</div>
| WAGE AND JOB MANDATES
+
| REWALL
| (Future)
+
| Completed
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
+
| Option to re-wall or fill in channels, using some stone.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat79">Bloat79</div>
+
| <div id="Req76">Req76</div>
| BONUSES FOR GOOD JOB
+
| INTELLIGENT HUNTING
 
| (Future)
 
| (Future)
| Bonus on top of regular wages for doing a good job. This is partially implemented.
+
| Crossbow hunters should be more intelligent about their ammo.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat80">Bloat80</div>
+
| <div id="Req77">Req77</div>
| POND WATER USE
+
| SOME NEW WILDERNESS CREATURE TYPES
 
| Completed
 
| Completed
| Drink out of ponds if no wells or rivers accessible.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat81">Bloat81</div>
+
| <div id="Req78">Req78</div>
| VISIBLE SWIMMERS
+
| TWEAK FOR PILES
 
| Completed
 
| Completed
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat82">Bloat82</div>
+
| <div id="Req79">Req79</div>
| EXTEND RANSACKING
+
| JOB CANCEL NOTICES
 
| (Future)
 
| (Future)
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
+
| Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat83">Bloat83</div>
+
| <div id="Req80">Req80</div>
| PORTERS
+
| WILDERNESS INTERACTIONS
 
| (Future)
 
| (Future)
| Nobles can have other people store their possessions, possibly for a wage.
+
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat84">Bloat84</div>
+
| <div id="Req81">Req81</div>
| LEFT/RIGHT SPLIT
+
| ARTISANS WEARING ARMOR
| Completed
+
| (Future)
| Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
+
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat85">Bloat85</div>
+
| <div id="Req82">Req82</div>
| MORE FOOD PREFS
+
| NUMBERED JOB REPEAT
 
| (Future)
 
| (Future)
| Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen.
+
| Option to have numeric repeats for a job.
| [[#Req129|Req129]]
+
|  
 
|-
 
|-
| <div id="Bloat86">Bloat86</div>
+
| <div id="Req83">Req83</div>
| UNIT DISTINCTIONS
+
| INTELLIGENT JOB HANDLING
 
| (Future)
 
| (Future)
| Distinguish thieves a bit based on quality as they gain skill.
+
| More job suspensions rather than complete cancellations.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat87">Bloat87</div>
+
| <div id="Req84">Req84</div>
| PET ADMIRATION ISSUE
+
| SKILL ROLL CONSISTENCY
 
| (Future)
 
| (Future)
| Issue/optimization with being satisfied at seeing animals you like.
+
| Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat88">Bloat88</div>
+
| <div id="Req85">Req85</div>
| MORE SLEEP DISTURBANCES
+
| PAIN DEADENING AND SCARS
 
| (Future)
 
| (Future)
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.
+
| Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat89">Bloat89</div>
+
| <div id="Req86">Req86</div>
| EXTREME MOOD MODIFICATION
+
| JOB PRIORITIZING
 
| (Future)
 
| (Future)
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
+
| Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat90">Bloat90</div>
+
| <div id="Req87">Req87</div>
| MUTINY
+
| IMPROVE DROWNING
 
| (Future)
 
| (Future)
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
+
| Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat91">Bloat91</div>
+
| <div id="Req88">Req88</div>
| HOUSE OF ANIMALS
+
| STOCKS AND CORPSES
| (Future)
+
| Completed
| Advocacy from the house of animals noble.
+
| Problem with corpses/body parts in the stockpile screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat92">Bloat92</div>
+
| <div id="Req89">Req89</div>
| BETTER PARTIES
+
| DIG INTERFACE PROBLEM
| (Future)
+
| Completed
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat93">Bloat93</div>
+
| <div id="Req90">Req90</div>
| AMOROUS RELATIONSHIPS
+
| MULTIPLE AUTOMATED SHOP
 
| (Future)
 
| (Future)
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
+
| Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat94">Bloat94</div>
+
| <div id="Req91">Req91</div>
| INSTRUMENT USE
+
| LEATHER COUNTING
 
| (Future)
 
| (Future)
| Instrument use at parties.
+
| Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat95">Bloat95</div>
+
| <div id="Req92">Req92</div>
| GRUDGES
+
| BETTER SHOOTING INTERFACE
 
| (Future)
 
| (Future)
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
+
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat96">Bloat96</div>
+
| <div id="Req93">Req93</div>
| WAGE ADJUSTMENT
+
| NO RECORD
| (Future)
+
| Completed
| Bonuses for dangerous taming jobs.
 
 
|  
 
|  
|-
 
| <div id="Bloat97">Bloat97</div>
 
| ETCHING
 
| (Future)
 
| Etching on items. Could lead to magical runes type stuff.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat98">Bloat98</div>
+
| <div id="Req94">Req94</div>
| HIDDEN FUN STUFF
+
| ABANDONMENT FIX
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat99">Bloat99</div>
+
| <div id="Req95">Req95</div>
| SELF-SERVICE HEALTHCARE
+
| BETTER TRAP TEXT
 
| (Future)
 
| (Future)
| Take charge of your own health if nobody comes to help after a while.
+
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
 +
|
 +
|-
 +
| <div id="Req96">Req96</div>
 +
| LIGHTING
 +
| (Future)
 +
| Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat100">Bloat100</div>
+
| <div id="Req97">Req97</div>
| TECHNICAL SITE EXTENSIONS
+
| VERMIN SWARMS IN ADVENTURE MODE
 
| Completed
 
| Completed
| Some issues with extending dwarf mode to other sites.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat101">Bloat101</div>
+
| <div id="Req98">Req98</div>
| CAGE OPTIMIZATION
+
| ART IMAGES
| (Future)
+
| Completed
| Optimize the caging routines.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat102">Bloat102</div>
+
| <div id="Req99">Req99</div>
| AMMO FETCHING
+
| BURYING THINGS
 
| (Future)
 
| (Future)
| Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
+
| Allow items to be buried under the soil.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat103">Bloat103</div>
+
| <div id="Req100">Req100</div>
| THIEF AI
+
| COIN STORES
 
| (Future)
 
| (Future)
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
+
| Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat104">Bloat104</div>
+
| <div id="Req101">Req101</div>
| CHITIN PROCESSING
+
| HAPPINESS UPON RELEASE FROM CONFINEMENT
| (Future)
+
| Completed
| Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
 
 
|  
 
|  
|-
 
| <div id="Bloat105">Bloat105</div>
 
| OSTRACISM AND SOCIAL STIGMA
 
| (Future)
 
| Alienation of badly misbehaving dwarves.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat106">Bloat106</div>
+
| <div id="Req102">Req102</div>
| JUSTICE INTERFACE
+
| SOME WAGE ADJUSTMENTS
 
| (Future)
 
| (Future)
| Give more information on the justice screen.
+
| Jeweler and mechanic jobs should take a little longer but pay more.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat107">Bloat107</div>
+
| <div id="Req103">Req103</div>
| THIEF INFORMATION
+
| NO RECORD
 +
| Completed
 +
|
 +
|
 +
|-
 +
| <div id="Req104">Req104</div>
 +
| SLAYER ANNOUNCEMENT
 
| (Future)
 
| (Future)
| Give more information about how much thieves have stolen.
+
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat108">Bloat108</div>
+
| <div id="Req105">Req105</div>
| IMPROVE HISTORY SCREEN
+
| SOME BUILDING INTERACTIONS
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat109">Bloat109</div>
+
| <div id="Req106">Req106</div>
| DRINK IMPROVEMENTS
+
| FINALIZING THE STATE OF ACTIVE FLOWS
 
| (Future)
 
| (Future)
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
+
| If flows are active when the player quits, their effects need to be handled.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat110">Bloat110</div>
+
| <div id="Req107">Req107</div>
| CAVE-IN INJURIES
+
| PRIMITIVE WEAPONS
 
| (Future)
 
| (Future)
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
+
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat111">Bloat111</div>
+
| <div id="Req108">Req108</div>
| KNOWLEDGE OF TREES
+
| INTERFACE BINDINGS
| (Future)
+
| Completed
| Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat112">Bloat112</div>
+
| <div id="Req109">Req109</div>
| IMPROVE CALENDAR
+
| FINISH TRAP BAITING
 
| (Future)
 
| (Future)
| Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.
+
| It's very sparse right now. Gems aren't actually used.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat113">Bloat113</div>
+
| <div id="Req110">Req110</div>
| THEFT IMPROVEMENTS
+
| NEMESIS TRADES
 
| (Future)
 
| (Future)
| Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.
+
| If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat114">Bloat114</div>
+
| <div id="Req111">Req111</div>
| THEFT IMPROVEMENTS
+
| FILE I/O CHECKING
 
| (Future)
 
| (Future)
| Make the highest power thieves more daring and interesting.
+
| It could give more feedback about save/load errors.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat115">Bloat115</div>
+
| <div id="Req112">Req112</div>
| MISSING HIST FIGS
+
| ITEM AGGREGATES
 
| (Future)
 
| (Future)
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
+
| Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat116">Bloat116</div>
+
| <div id="Req113">Req113</div>
| ART IMAGERY
+
| RACE SPECIFIC PROFESSION NAMES
| (Future)
+
| Completed
| More varied art imagery, such as buildings and siege engines.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat117">Bloat117</div>
+
| <div id="Req114">Req114</div>
| SIEGE ENGINES
+
| DWARF LEVEL TWISTING ISSUES
| (Future)
+
| Completed
| Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific.
+
| Can see/shoot through dwarf twisted areas improperly sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat118">Bloat118</div>
+
| <div id="Req115">Req115</div>
| INTERFACE MOVEMENT
+
| NO RECORD
| (Future)
+
| Completed
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat119">Bloat119</div>
+
| <div id="Req116">Req116</div>
| CONTAINER CONTENTS PAGING
+
| PROBLEM WITH LEAVES TEXT
 
| Completed
 
| Completed
| Clean up scroll overflows on the item screen.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat120">Bloat120</div>
+
| <div id="Req117">Req117</div>
| JOB STATS OPTIMIZATION
+
| PET CAGE ASSIGNMENT PROBLEM
 
| (Future)
 
| (Future)
| Technical tweak of job completion number storage.
+
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat121">Bloat121</div>
+
| <div id="Req118">Req118</div>
| CHAR MAP CUSTOMIZATION
+
| SOLDIER STATIONING LOAD PROBLEM
 
| Completed
 
| Completed
| (Upgraded) Ability to customize the character maps has been superceded by tiles.
+
| Bug with soldier stationing after load.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat122">Bloat122</div>
+
| <div id="Req119">Req119</div>
| OWNABLE LIQUIDS
+
| LOSS OF THREAD PLANT RESOURCES
| (Future)
+
| Completed
| Certain liquids should be ownable.
+
| It still gives you one thread from pig tail(5).
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat123">Bloat123</div>
+
| <div id="Req120">Req120</div>
| SIBLING MIGRANT ISSUE
+
| OFF DUTY SOLDIER STORES
 
| (Future)
 
| (Future)
| Sibling migrants don't track relationships properly.
+
| Off-duty soldiers don't store their belongings, but they should.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat124">Bloat124</div>
+
| <div id="Req121">Req121</div>
| SMALL MIGRANTS
+
| BACKPACK AND QUIVER USE
| (Future)
+
| Completed
| Allow migrants to bring babies and the small pocket pets.
+
| Problem with quivers and backpacks conflicting in dwarf mode especially.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat125">Bloat125</div>
+
| <div id="Req122">Req122</div>
| VERMIN OFFERING RESOLUTION
+
| RESPECT BELT SLOT
| (Future)
+
| Completed
| Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.
+
| The belt inventory slot is created by pants, but this is only partially respected.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat126">Bloat126</div>
+
| <div id="Req123">Req123</div>
| HIDDEN FUN STUFF
+
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat127">Bloat127</div>
+
| <div id="Req124">Req124</div>
| HEALING CODE TWEAK
+
| CAVE-IN RAMIFICATIONS
 
| (Future)
 
| (Future)
| There's a small issue with healing that might slow the mending of breaks slightly.
+
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat128">Bloat128</div>
+
| <div id="Req125">Req125</div>
| DREAMS
+
| BUILDING DAMAGE AND INVADERS
 
| (Future)
 
| (Future)
| Use the current dream code to make it track random dreams, could do premonitions with this.
+
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat129">Bloat129</div>
+
| <div id="Req126">Req126</div>
| INVENTORY SHUFFLING
+
| INVADERS AND WELLS
| (Future)
+
| Completed
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
+
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat130">Bloat130</div>
+
| <div id="Req127">Req127</div>
| OPTIMIZATION FOR INVASIONS
+
| CLARIFY DOOR DESIGNATIONS
| (Future)
+
| Completed
| Speed optimization for invasion code.
+
| The door designations are very confusing right now.
 +
|
 +
|-
 +
| <div id="Req128">Req128</div>
 +
| TRAFFIC JAMS
 +
| Completed
 +
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat131">Bloat131</div>
+
| <div id="Req129">Req129</div>
| INVASION HISTORIES
+
| IMPROVE COOKING
 
| (Future)
 
| (Future)
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
+
| More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat132">Bloat132</div>
+
| <div id="Req130">Req130</div>
| HIDDEN FUN STUFF
+
| SOME MORE END GAME STUFF
 
| (Future)
 
| (Future)
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat133">Bloat133</div>
+
| <div id="Req131">Req131</div>
| PHILOSOPHER ADVOCACY
+
| RECEIVING OFFERINGS
 
| (Future)
 
| (Future)
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
+
| When you get king, you should receive offerings.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat134">Bloat134</div>
+
| <div id="Req132">Req132</div>
| WIZARD STUFF
+
| ELF CHECK DEFICIENCIES
 
| (Future)
 
| (Future)
| This bloat was just to remind me about books and all kinds of magic stuff arc.
+
| Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat135">Bloat135</div>
+
| <div id="Req133">Req133</div>
| WRESTLING
+
| ELVEN TRADE GOODS
 
| (Future)
 
| (Future)
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
+
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat136">Bloat136</div>
+
| <div id="Req134">Req134</div>
| WRESTLING
+
| FORTIFICATION OBJECT PROBLEMS
 
| (Future)
 
| (Future)
| Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.
+
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat137">Bloat137</div>
+
| <div id="Req135">Req135</div>
| WRESTLING
+
| HIDDEN REQUIRED FUN STUFF
 
| (Future)
 
| (Future)
| Technical issue with stuck-ins and freedom of movement.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat138">Bloat138</div>
+
| <div id="Req136">Req136</div>
| WRESTLING
+
| ADVANCED STEALTH
 
| (Future)
 
| (Future)
| Handle grab-tear shaking and further poison injection.
+
| Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat139">Bloat139</div>
+
| <div id="Req137">Req137</div>
| WRESTLING
+
| ORPHANED BABIES
 
| (Future)
 
| (Future)
| Incidental item/item, item/bp tangle-ups.
+
| Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat140">Bloat140</div>
+
| <div id="Req138">Req138</div>
| SPECIFIC WRESTLING INTERFACE
+
| ALCHEMY AND HEALING
| Completed
+
| (Future)
|  
+
| Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat141">Bloat141</div>
+
| <div id="Req139">Req139</div>
| WRESTLING MOVES AND MORE INTERFACE
+
| POSSIBLE KO BUG
| (Future)
+
| Completed
| Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.
+
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat142">Bloat142</div>
+
| <div id="Req140">Req140</div>
| AND MORE WRESTLING
+
| BETTER JOB CANCELLATION
 
| (Future)
 
| (Future)
| Reversing wrestling holds.
+
| If you are a few steps from completing your job and get a little hungry, you should stick it out.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat143">Bloat143</div>
+
| <div id="Req141">Req141</div>
| PUNISHMENT
+
| HANDLE DISCONNECTED COMPONENTS
| (Future)
+
| Completed
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
+
| Sometimes needs to deal with disconnected caves on loss.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat144">Bloat144</div>
+
| <div id="Req142">Req142</div>
| DISEASE AND INFECTION
+
| WEIGHT/INJURY INTERFACE
 
| (Future)
 
| (Future)
| Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
+
| It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat145">Bloat145</div>
+
| <div id="Req143">Req143</div>
| RUST
+
| ADVENTURE WEAR ISSUES
 
| (Future)
 
| (Future)
| Rust and verdigris and so on.
+
| The wearing things in adventure mode should take time and be interruptable.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat146">Bloat146</div>
+
| <div id="Req144">Req144</div>
| HUMAN TOWN MODE
+
| NAME ENTRY
| (Future)
+
| Completed
| Control human town. See future dev.
+
| Ability to enter name manually, at least your first name (which is never translated).
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat147">Bloat147</div>
+
| <div id="Req145">Req145</div>
| WIZARD MODE
+
| CHANNEL INTERFACE PROBLEMS
| (Future)
+
| Completed
| Control wizard from tower, etc. See future dev.
+
| Sometimes channels can display several times because of the way it links them. This can be changed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat148">Bloat148</div>
+
| <div id="Req146">Req146</div>
| EARLY GAME
+
| PILE ISSUES
 
| (Future)
 
| (Future)
| Start games in Age of Myth. See future dev.
+
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat149">Bloat149</div>
+
| <div id="Req147">Req147</div>
| LATE GAME
+
| BUILD PATH VIOLATION
| (Future)
+
| Completed
| Run games passed the Golden Age into more mundane times. See future dev.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat150">Bloat150</div>
+
| <div id="Req148">Req148</div>
| WORLD CUSTOMIZATION
+
| EXPANDED DUNGEON AI
 
| (Future)
 
| (Future)
| Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
+
| Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat151">Bloat151</div>
+
| <div id="Req149">Req149</div>
| HIDDEN FUN STUFF
+
| FINISH ITEM DAMAGE
 
| (Future)
 
| (Future)
|  
+
| Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat152">Bloat152</div>
+
| <div id="Req150">Req150</div>
| FIGURINE SHAPES
+
| SAFE-CAGING ISSUES
| (Future)
+
| Completed
| Shapes for figurines.
+
| Possible problem with caging dangerous animals.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat153">Bloat153</div>
+
| <div id="Req151">Req151</div>
| MORE UNIT SCREENS
+
| LEGENDS SCREEN
| (Future)
 
| Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.
 
|
 
|-
 
| <div id="Bloat154">Bloat154</div>
 
| ACTIVATE SOLDIERS FROM MAIN SCREEN
 
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat155">Bloat155</div>
+
| <div id="Req152">Req152</div>
| MERCHANT FOOD PRICES
+
| GRAMMAR PROBLEMS
 
| (Future)
 
| (Future)
| Expand merchant price tweaks to cover foods.
+
| There are various grammar problems.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat156">Bloat156</div>
+
| <div id="Req153">Req153</div>
| SIEGE ENGINE IMPROVEMENT
+
| LINE DRAWING
 
| Completed
 
| Completed
|  
+
| Basic problem with how line code treats adjacent squares.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat157">Bloat157</div>
+
| <div id="Req154">Req154</div>
| EXCISE SOME OLD PLOT STUFF
+
| PROBLEM WITH SECONDARY SCROLLING
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat158">Bloat158</div>
+
| <div id="Req155">Req155</div>
| COIN IMAGES
+
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat159">Bloat159</div>
+
| <div id="Req156">Req156</div>
| CHANGE SNEAK SKILL
+
| PROJECTILE UNIT KILL CAUSES
 
| (Future)
 
| (Future)
| Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
+
| Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat160">Bloat160</div>
+
| <div id="Req157">Req157</div>
| KILL VERMIN
+
| PROBLEM WITH DISTANCE CALCULATION
| (Future)
+
| Completed
| Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.
 
 
|  
 
|  
|-
 
| <div id="Bloat161">Bloat161</div>
 
| MORE PLAYER ABUSE
 
| (Future)
 
| Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat162">Bloat162</div>
+
| <div id="Req158">Req158</div>
| POWDER THROWS
+
| THEFT WEIGHT LIMITS
 
| (Future)
 
| (Future)
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
+
| Fix up theft weight limits. They are currently arbitrary.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat163">Bloat163</div>
+
| <div id="Req159">Req159</div>
| COLLECTOR QUESTS
+
| ANIMAL MISCHIEF BROKEN
| (Future)
+
| Completed
| Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.
+
|
 +
|
 +
|-
 +
| <div id="Req160">Req160</div>
 +
| INVENTORY PROBLEMS
 +
| Completed
 +
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat164">Bloat164</div>
+
| <div id="Req161">Req161</div>
| ITEM PLACEMENT
+
| LEADER TITLES
 
| (Future)
 
| (Future)
| Items should be placed in dwarf mode ponds sometimes after game.
+
| Civilization leaders need proper titles.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat165">Bloat165</div>
+
| <div id="Req162">Req162</div>
| WALL HANGINGS AND RUGS
+
| ENTITY RECIPES
 
| (Future)
 
| (Future)
| Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items.
+
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.
| [[#Core43|Core43]]
+
| [[#Req129|Req129]]
 
|-
 
|-
| <div id="Bloat166">Bloat166</div>
+
| <div id="Req163">Req163</div>
| BATHS
+
| NEMESIS SAVE BUG
| (Future)
+
| Completed
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat167">Bloat167</div>
+
| <div id="Req164">Req164</div>
| ANIMAL PREFS AND DEATH
+
| ITEM DAMAGE ISSUES
 
| (Future)
 
| (Future)
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
+
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat168">Bloat168</div>
+
| <div id="Req165">Req165</div>
| PET EATERS
+
| REFINE POISONING
 
| (Future)
 
| (Future)
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
+
| Refine unit contamination amounts and levels.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat169">Bloat169</div>
+
| <div id="Req166">Req166</div>
| INSIDE WILDLIFE
+
| REFINE WAGON AI
 
| Completed
 
| Completed
| Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.
+
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat170">Bloat170</div>
+
| <div id="Req167">Req167</div>
| ROOM CLEANING
+
| NO RECORD
| (Future)
+
| Completed
| Cleaning rooms more responsibly, perhaps before sleeping.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat171">Bloat171</div>
+
| <div id="Req168">Req168</div>
| ADVENTURER AND TOYS
+
| ADVENTURER RIDERS
 
| (Future)
 
| (Future)
| You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).
+
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat172">Bloat172</div>
+
| <div id="Req169">Req169</div>
| DEEP SITES
+
| RAMP USAGE
| (Future)
+
| Completed
| There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.
 
 
|  
 
|  
|-
 
| <div id="Bloat173">Bloat173</div>
 
| FINDING BUYERS
 
| (Future)
 
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat174">Bloat174</div>
+
| <div id="Req170">Req170</div>
| NOBLE RANK SYSTEM
+
| PROBLEM WITH ANIMAL TRAINING AND 3D
 
| Completed
 
| Completed
| Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat175">Bloat175</div>
+
| <div id="Req171">Req171</div>
| CARE PACKAGES
+
| TARGETING AND MOVEMENT ISSUES
 
| (Future)
 
| (Future)
| Being able to send comforting trinkets and provisions to your armies.
+
| Some adventure mode melee targeting and movement code issues.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat176">Bloat176</div>
+
| <div id="Req172">Req172</div>
| PHYSICAL FEATURES
+
| PROBLEM WITH MULTIPLE HUMAN CIVS
 
| (Future)
 
| (Future)
| Various superfluous physical features for dwarves and others.
+
| It only checks one human civ per season, so some of the update code can work too slowly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat177">Bloat177</div>
+
| <div id="Req173">Req173</div>
| PRISON REFORM
+
| CULLING
 
| (Future)
 
| (Future)
| If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.
+
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat178">Bloat178</div>
+
| <div id="Req174">Req174</div>
| MINING TWEAK
+
| REASON FOR OFFERING
| Completed
 
|
 
|
 
|-
 
| <div id="Bloat179">Bloat179</div>
 
| HIDDEN FUN STUFF
 
 
| (Future)
 
| (Future)
|  
+
| There's no point of offering goods to your own king right now.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat180">Bloat180</div>
+
| <div id="Req175">Req175</div>
| HIDDEN FUN STUFF
+
| TRADE OPTIMIZATION
 
| (Future)
 
| (Future)
|  
+
| Improve trading code.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat181">Bloat181</div>
+
| <div id="Req176">Req176</div>
| ABANDONMENT ISSUE
+
| PET TRADE PROBLEM
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat182">Bloat182</div>
+
| <div id="Req177">Req177</div>
| CAVE CLAIMING
+
| KING ENTOURAGE
 
| (Future)
 
| (Future)
| Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.
+
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat183">Bloat183</div>
+
| <div id="Req178">Req178</div>
| CHILD NAMING
 
| (Future)
 
| Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.
 
|
 
|-
 
| <div id="Bloat184">Bloat184</div>
 
 
| NO RECORD
 
| NO RECORD
 
| Completed
 
| Completed
Line 1,914: Line 1,879:
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat185">Bloat185</div>
+
| <div id="Req179">Req179</div>
| LIBRARIES
+
| SMALL PET INVENTORY DESCRIPTIONS
 
| (Future)
 
| (Future)
| Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
+
| Pet-in-inventory descriptions need to respect the body of the holder.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat186">Bloat186</div>
+
| <div id="Req180">Req180</div>
| HIDDEN FUN STUFF
+
| ENGRAVING LOOK PROBLEMS
 
| (Future)
 
| (Future)
|  
+
| You can see engraving descriptions even if you are off of the facing level.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat187">Bloat187</div>
+
| <div id="Req181">Req181</div>
| WRITING AND GRAPHICS
+
| MOUNT PROJECTILE ISSUES
 
| (Future)
 
| (Future)
| If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.
+
| There are potential problems with riders when mount becomes projectile.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat188">Bloat188</div>
+
| <div id="Req182">Req182</div>
| KEYS
+
| BUILDING PLACEMENT INTERFACE
| (Future)
+
| Completed
| Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc.
+
| Need to explain why red X appears.
| [[#Core42|Core42]]
+
|  
 
|-
 
|-
| <div id="Bloat189">Bloat189</div>
+
| <div id="Req183">Req183</div>
| INTERNAL AREAS
+
| LOOK/SHOOT INTERFACE
 
| (Future)
 
| (Future)
| Internal mushroom jungles and lost whatevers and so on.
+
| Improve look interface code a bit. Let you choose targets in shoot/throw.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat190">Bloat190</div>
+
| <div id="Req184">Req184</div>
| UNDERGROUND LAKES
+
| FLOORS IN LOOK SENTENCES
 
| Completed
 
| Completed
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.
+
| In the look sentence in adventure mode, it could include information about the floor type.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat191">Bloat191</div>
+
| <div id="Req185">Req185</div>
| SNAKES AND WORMS
+
| NO RECORD
| (Future)
+
| Completed
| There are some complications from these creatures since they should always be on the ground and need to start that way.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat192">Bloat192</div>
+
| <div id="Req186">Req186</div>
| LYING AND BEING PUNISHED
+
| PROPER CIV NEIGHBORS
 
| (Future)
 
| (Future)
| You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.
+
| Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat193">Bloat193</div>
+
| <div id="Req187">Req187</div>
| DEMOGRAPHICS ISSUES 1
+
| SEVER EFFECTS
| (Future)
+
| Completed
| If a town runs out of women, they could seek more.
+
| Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat194">Bloat194</div>
+
| <div id="Req188">Req188</div>
| DEMOGRAPHICS ISSUES 2
+
| SPEED REFINEMENT
 
| (Future)
 
| (Future)
| If there are too many men in town, they could start more wars.
+
| Differentiate attack and move speed. This has many ramifications and associated difficulties.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat195">Bloat195</div>
+
| <div id="Req189">Req189</div>
| ADVENTURER MOUNTS
+
| ARCHER ARMOR START SKILLS
 
| (Future)
 
| (Future)
| Should be able to acquire mounts and beasts of burden.
+
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat196">Bloat196</div>
+
| <div id="Req190">Req190</div>
| VILLAGE STORIES
+
| CREATURE KNOWLEDGE
 
| (Future)
 
| (Future)
| Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.
+
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat197">Bloat197</div>
+
| <div id="Req191">Req191</div>
| MINIMAP ISSUES
+
| TREE PREFERENCES
 
| (Future)
 
| (Future)
| Center X on minimap and make sure it flickers properly.
+
| Tree preferences are fairly arbitrary right now.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat198">Bloat198</div>
+
| <div id="Req192">Req192</div>
| SITE SPRAWL
+
| TRANCE BONUSES
 
| (Future)
 
| (Future)
| The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.
+
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat199">Bloat199</div>
+
| <div id="Req193">Req193</div>
| MINING/CUTTING ANNOUNCEMENTS
+
| CHANGE ITEM ACQUISITION
 
| (Future)
 
| (Future)
| It could announce when current reachable wood-cutting and mining jobs are done.
+
| When people choose inventory items they like, they don't consider dropping what they are already wearing.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat200">Bloat200</div>
+
| <div id="Req194">Req194</div>
| PERSISTENT CONVERSATIONS
+
| STARTING BELT OBJECTS
 
| (Future)
 
| (Future)
| Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.
+
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat201">Bloat201</div>
+
| <div id="Req195">Req195</div>
| CONVERSATION UTTERANCE BUILDERS
+
| ITEM MATERIAL PROBLEM
| (Future)
+
| Completed
| When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat202">Bloat202</div>
+
| <div id="Req196">Req196</div>
| CONVERSATION PLEASANTRIES
+
| DRINK APPRECIATION PROBLEM
 
| (Future)
 
| (Future)
| Have random pleasantries with random responses.
+
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat203">Bloat203</div>
+
| <div id="Req197">Req197</div>
| SPECIFIC QUERIES
+
| BUTCHERY OPTIMIZATION
 
| (Future)
 
| (Future)
| Can ask about any entity, site, creature etc that is known to you.
+
| The butchery code can be consolidated with some other sections of the program.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat204">Bloat204</div>
+
| <div id="Req198">Req198</div>
| STORE QUERIES
+
| KO VOMIT CHOKE
 
| (Future)
 
| (Future)
| Can ask about stores, people can direct you, even to another town.
+
| If you are knocked out, you should choke if you vomit sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat205">Bloat205</div>
+
| <div id="Req199">Req199</div>
| UNIT KNOWLEDGE
+
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION
 
| (Future)
 
| (Future)
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
+
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat206">Bloat206</div>
+
| <div id="Req200">Req200</div>
| DWARF/ELF COMMUNITIES
+
| ARCHER ISSUES
 
| (Future)
 
| (Future)
| Add meaningful things to the dwarf/elf communities.
+
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat207">Bloat207</div>
+
| <div id="Req201">Req201</div>
| SLOW ESCALATION TO VIOLENCE
+
| POTENTIAL PROJECTILE PROBLEM
 
| (Future)
 
| (Future)
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
+
| No symptoms, just a code-check.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat208">Bloat208</div>
+
| <div id="Req202">Req202</div>
| VEGETATION ISSUES
+
| DRESS/ROBE PROBLEM
| (Future)
+
| Completed
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
+
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat209">Bloat209</div>
+
| <div id="Req203">Req203</div>
| REGION FACTS
+
| PROPER HEALING
 
| (Future)
 
| (Future)
| Regions can have legend facts, like what dwells there. Only show discovered populations.
+
| Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat210">Bloat210</div>
+
| <div id="Req204">Req204</div>
| STORE NAMES
+
| MID-TRADE GAME ENDINGS
 
| (Future)
 
| (Future)
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
+
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat211">Bloat211</div>
+
| <div id="Req205">Req205</div>
| RELATIONSHIP OPTIMIZATION
+
| NO RECORD
 
| Completed
 
| Completed
| There's a technical optimization tagged in the code for how they store relationships.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat212">Bloat212</div>
+
| <div id="Req206">Req206</div>
| BOTTLING
+
| ITEM WRESTLING
 
| (Future)
 
| (Future)
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
+
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat213">Bloat213</div>
+
| <div id="Req207">Req207</div>
| HIDDEN FUN STUFF
+
| CONSOLIDATE MISS ANNOUNCEMENTS
 
| (Future)
 
| (Future)
 +
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.
 +
|
 +
|-
 +
| <div id="Req208">Req208</div>
 +
| DEAL WITH POTASH VS ASH
 +
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat214">Bloat214</div>
+
| <div id="Req209">Req209</div>
| SPRINTING
+
| ENTITY DEF ITEM TYPES
| (Future)
+
| Completed
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat215">Bloat215</div>
+
| <div id="Req210">Req210</div>
| COIN ISSUE
+
| GROUP SKILLS IN STARTUP
 
| Completed
 
| Completed
| Technical issue with coin batches.
+
|  
 +
|
 +
|-
 +
| <div id="Req211">Req211</div>
 +
| TOMB STORAGE AND ACCESSIBILITY
 +
| (Future)
 +
| Problem storing inaccessible body in tomb. The job was repeatedly created.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat216">Bloat216</div>
+
| <div id="Req212">Req212</div>
| FINALIZE ART IMAGES
+
| RE-EVALUATE HAUL LOCATIONS
 
| Completed
 
| Completed
| Art images should describe historical events, etc., rather than just being an image.
+
| A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat217">Bloat217</div>
+
| <div id="Req213">Req213</div>
| SAVING MAP SEEDS
+
| BABY SEARCHER PROBLEM
 
| Completed
 
| Completed
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
+
| Thirsty mothers cannot seek lost babies effectively.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat218">Bloat218</div>
+
| <div id="Req214">Req214</div>
| VEIN MINING OPTION
+
| START SCENARIOS
 
| (Future)
 
| (Future)
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
+
| See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat219">Bloat219</div>
+
| <div id="Req215">Req215</div>
| HISTORY GROUPING
+
| NEMESIS SAVE BUG
| (Future)
+
| Completed
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat220">Bloat220</div>
+
| <div id="Req216">Req216</div>
| AGING ITEMS
+
| SOME DISPLAY RATE ISSUES
| (Future)
+
| Completed
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat221">Bloat221</div>
+
| <div id="Req217">Req217</div>
| ART IMAGE COMPLEXITY AND IMPROVEMENT
+
| BUILDING CONSTRUCTION PROBLEM
 
| (Future)
 
| (Future)
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
+
| Suspend building constructions if item blocking the build site are unreachable.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat222">Bloat222</div>
+
| <div id="Req218">Req218</div>
| FRIENDLY FIRE
+
| MERCHANT ANNOUNCEMENTS
 
| (Future)
 
| (Future)
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
+
| Notification when merchants are done unloading.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat223">Bloat223</div>
+
| <div id="Req219">Req219</div>
| WILDERNESS CAUTION
+
| VERMIN PROBLEM
 
| (Future)
 
| (Future)
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory
+
| Possibly issue when cleaning vermin references.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat224">Bloat224</div>
+
| <div id="Req220">Req220</div>
| STATUE IMPROVEMENTS
+
| MULTIPLE DEPOTS
 
| (Future)
 
| (Future)
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
+
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat225">Bloat225</div>
+
| <div id="Req221">Req221</div>
| UNPREPARED FISH ROTTING
+
| HISTORY GENERATION
| (Future)
+
| Completed
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.
+
| Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat226">Bloat226</div>
+
| <div id="Req222">Req222</div>
| WEB CHECK
+
| SAVE COIN BATCHES GLOBALLY
| (Future)
+
| Completed
| Technical issue with webs.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat227">Bloat227</div>
+
| <div id="Req223">Req223</div>
| LEAPING AND PITS
+
| SET RACE MAKER PROPERLY ON ITEMS
 +
| Completed
 +
|
 +
|
 +
|-
 +
| <div id="Req224">Req224</div>
 +
| PARRYING AND ITEMS
 
| (Future)
 
| (Future)
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
+
| Refine parrying chances, based on item type.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat228">Bloat228</div>
+
| <div id="Req225">Req225</div>
| ADVENTURE MODE DREAMS WHILE SLEEPING
+
| BUILD PATH VIOLATION
| (Future)
+
| Completed
| Dreams in adventure mode, occasionally you can get history, other information and quests this way
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat229">Bloat229</div>
+
| <div id="Req226">Req226</div>
| QUICKLIME
+
| BUILDING ADMIRATION BUG
 
| (Future)
 
| (Future)
| Bake limestone in a kiln for it, and implement some uses
+
| A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat230">Bloat230</div>
+
| <div id="Req227">Req227</div>
| DWARVEN HUNGER
+
| PEAKS AND VOLCANOS
 
| Completed
 
| Completed
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
+
| Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat231">Bloat231</div>
+
| <div id="Req228">Req228</div>
| HIDDEN FUN STUFF
+
| ALLOW MULTIPLE SITES IN A SQUARE
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat232">Bloat232</div>
+
| <div id="Req229">Req229</div>
| SWEAT
+
| PROBLEM WITH SUBREGION TYPING
| (Future)
+
| Completed
| Linked to exertion, can have a number of effects.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat233">Bloat233</div>
+
| <div id="Req230">Req230</div>
| ARENAS
+
| AIMED SHOTS AND BODYPART SIZES
 
| (Future)
 
| (Future)
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
+
| Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat234">Bloat234</div>
+
| <div id="Req231">Req231</div>
| APPROPRIATE ANIMALS FOR CIVS
+
| NO RECORD
| (Future)
+
| Completed
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat235">Bloat235</div>
+
| <div id="Req232">Req232</div>
| HALF-BLOCKED SKY
+
| CAVE RIVER ENTITIES
 
| (Future)
 
| (Future)
| "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
+
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat236">Bloat236</div>
+
| <div id="Req233">Req233</div>
| MARTIAL LAW
+
| ISSUES WITH ITEM SHARING
| (Future)
+
| Completed
| Nobles could declare martial law if things get out of hand, which could have various effects.
+
| There are some potential problems with shared items that need to be addressed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat237">Bloat237</div>
+
| <div id="Req234">Req234</div>
| EVIL ALCHEMY
+
| MULTIGRASP WEAPON PROBLEM
 
| (Future)
 
| (Future)
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
+
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat238">Bloat238</div>
+
| <div id="Req235">Req235</div>
| REGIONAL EVIL EXPLANATIONS
+
| ENTITY ARMOR ISSUES
| (Future)
+
| Completed
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
+
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat239">Bloat239</div>
+
| <div id="Req236">Req236</div>
| REGION HISTORIES
+
| ADVENTURE MODE BUILDING INTERACTIONS
 
| (Future)
 
| (Future)
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
+
| Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat240">Bloat240</div>
+
| <div id="Req237">Req237</div>
| Z VEINS
+
| ASKING ABOUT SURROUNDINGS
 
| Completed
 
| Completed
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
 
 
|  
 
|  
|-
 
| <div id="Bloat241">Bloat241</div>
 
| CREATURE ANTICS
 
| (Future)
 
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat242">Bloat242</div>
+
| <div id="Req238">Req238</div>
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS
+
| IMPROVE SMELTING
| (Future)
+
| Completed
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat243">Bloat243</div>
+
| <div id="Req239">Req239</div>
| CLOTHING VARIATIONS
+
| REMOVE STRANGE NOBLE REQUESTS
| (Future)
+
| Completed
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat244">Bloat244</div>
+
| <div id="Req240">Req240</div>
| VOCALIZATIONS
+
| HAVE CONTENTS CHECKED FOR BAD TRADES
| (Future)
+
| Completed
| Battle yells, random grunts, etc.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat245">Bloat245</div>
+
| <div id="Req241">Req241</div>
| IMPROVEMENT OF ENGRAVINGS
+
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS
| (Future)
+
| Completed
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat246">Bloat246</div>
+
| <div id="Req242">Req242</div>
| ORGAN RETENTION
+
| HIDE TRAPS FROM ADVENTURER
| (Future)
+
| Completed
| Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
 
 
|  
 
|  
|-
 
| <div id="Bloat247">Bloat247</div>
 
| HERBIVORES AND LIVESTOCK AND SO ON
 
| (Future)
 
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat248">Bloat248</div>
+
| <div id="Req243">Req243</div>
| TRANSLATION CLEARANCE
+
| PROBLEM WITH GRAB-TEARS
 
| Completed
 
| Completed
| Go through and check languages for tone.
 
 
|  
 
|  
|-
 
| <div id="Bloat249">Bloat249</div>
 
| PROPER BLOOD SUCKING
 
| (Future)
 
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat250">Bloat250</div>
+
| <div id="Req244">Req244</div>
| AUTOMATIC MANDATE HANDLING
+
| PLACE CREATURES IN LARGE COMPONENTS
| (Future)
+
| Completed
| Could add an option to make noble mandates go directly into the work order queue.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat251">Bloat251</div>
+
| <div id="Req245">Req245</div>
| USEFUL TREASURER
+
| PROBLEM WITH FULLSCREEN FONTS
| (Future)
+
| Completed
| The treasurer could walk around and combine coin stacks.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat252">Bloat252</div>
+
| <div id="Req246">Req246</div>
| ENVIRONMENTAL LEARNING
+
| FINISH USING ENTITY ITEMS
| (Future)
+
| Completed
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat253">Bloat253</div>
+
| <div id="Req247">Req247</div>
| ADVANCED WORK ORDERS
+
| IMPROVE END GAME
| (Future)
+
| Completed
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat254">Bloat254</div>
+
| <div id="Req248">Req248</div>
| GRAB-TEARS II
+
| IMPROVED CAVE POPULATIONS
| (Future)
+
| Completed
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
 
 
|  
 
|  
|-
 
| <div id="Bloat255">Bloat255</div>
 
| INCIDENTAL HANGINGS
 
| (Future)
 
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat256">Bloat256</div>
+
| <div id="Req249">Req249</div>
| VEGETATION MELTING/BOILING
+
| ADVENTURE STORE RESTOCKING
 
| (Future)
 
| (Future)
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
+
| Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features.
|  
+
| [[#Core3|Core3]]
 
|-
 
|-
| <div id="Bloat257">Bloat257</div>
+
| <div id="Req250">Req250</div>
| TANNING
+
| DEAL WITH HIRING RETIREES
| (Future)
+
| Completed
| Tanning should probably be made more interesting.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat258">Bloat258</div>
+
| <div id="Req251">Req251</div>
| WATERPROOFING
+
| PATH BLOCK MESSAGES
| (Future)
+
| Completed
| Waterproofing of leather might become an issue
+
| On a hunt job, path block message was issued repeatedly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat259">Bloat259</div>
+
| <div id="Req252">Req252</div>
| TAWING
+
| USE BARRACKS BEDS
 
| (Future)
 
| (Future)
| An interesting alternative to tanning.
+
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat260">Bloat260</div>
+
| <div id="Req253">Req253</div>
| CUSTOM ENGRAVINGS
+
| JUSTICE MANDATE NUMBERS
 
| (Future)
 
| (Future)
| People have expressed an interest in engraving custom text and symbols.
+
| The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat261">Bloat261</div>
+
| <div id="Req254">Req254</div>
| LEGEND ERASURE
+
| ASSIGN WEAPON PREFS FROM MIL SCREEN
| (Future)
+
| Completed
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat262">Bloat262</div>
+
| <div id="Req255">Req255</div>
| MORE THOUGHT INFORMATION
+
| IMPROVE SQUAD SELECTION
| (Future)
+
| Completed
| Certain thoughts need to store additional information.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat263">Bloat263</div>
+
| <div id="Req256">Req256</div>
| MASTERPIECE TRADE
+
| BUTCHERY ISSUES
 
| (Future)
 
| (Future)
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
+
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat264">Bloat264</div>
+
| <div id="Req257">Req257</div>
| DYES AND MORDANTS
+
| TYPES OF EATERS
 
| (Future)
 
| (Future)
| There are all sorts of things that can be done with dyes and mordants.
+
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat265">Bloat265</div>
+
| <div id="Req258">Req258</div>
| WOODEN FURNITURE DISASSEMBLY
+
| STRANGE MOOD HELP
 
| (Future)
 
| (Future)
| Ability to take apart wooden furniture.
+
| Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat266">Bloat266</div>
+
| <div id="Req259">Req259</div>
| TALKING ABOUT THE WEATHER
+
| PROBLEM WITH SLAYER NAMES
| (Future)
+
| Completed
| Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat267">Bloat267</div>
+
| <div id="Req260">Req260</div>
| EXTENDED BARTERING
+
| DEGREES OF BARTERING
 
| (Future)
 
| (Future)
| Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.
+
| Merchants need to tell you the extent to which your offer failed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat268">Bloat268</div>
+
| <div id="Req261">Req261</div>
| SCREENSHOTS
+
| BARTER CONTAINER PROBLEMS
 
| (Future)
 
| (Future)
| Ability to have the game output a screenshot easily.
+
| In adventure mode, container contents mess up bartering in a number of ways.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat269">Bloat269</div>
+
| <div id="Req262">Req262</div>
| ALCHEMY
+
| PROBLEMS WITH WATER
| (Future)
+
| Completed
| Various uses and reactions of chemicals, acids etc.
+
| Water currently rots and should be value zero.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat270">Bloat270</div>
+
| <div id="Req263">Req263</div>
| COMBAT LOGS AND EVENTS
+
| INAPPROPRIATE CONTAINERS
 
| (Future)
 
| (Future)
| Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
+
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat271">Bloat271</div>
+
| <div id="Req264">Req264</div>
| DRAGGING PEOPLE AROUND
+
| STOP SPEAKING TO UNINTELLIGENT CREATURES
| (Future)
+
| Completed
| Ability to drag somebody around instead of releasing a wrestling hold when you move.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat272">Bloat272</div>
+
| <div id="Req265">Req265</div>
| WATER POISONING
+
| RETIREMENT ISSUES
 
| (Future)
 
| (Future)
| Malicious creatures might attempt to poison or otherwise taint your water supply.
+
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat273">Bloat273</div>
+
| <div id="Req266">Req266</div>
| ONE-STEP OPTIONS
+
| SITE LOOTING
 
| (Future)
 
| (Future)
| Ability to set the amount of time advanced by the one-step key.
+
| Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat274">Bloat274</div>
+
| <div id="Req267">Req267</div>
| CUSTOM COLORS
+
| PERSISTENCE OF CORPSE ASSOCIATIONS
| (Future)
+
| Completed
| Customizable unit and custom profession colors.
 
 
|  
 
|  
|-
 
| <div id="Bloat275">Bloat275</div>
 
| REVENGE AND INJURIES
 
| (Future)
 
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat276">Bloat276</div>
+
| <div id="Req268">Req268</div>
| HIDDEN FUN STUFF
+
| ADVENTURE MODE TWEAK
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat277">Bloat277</div>
+
| <div id="Req269">Req269</div>
| SOUND EVENTS
+
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN
| (Future)
+
| Completed
| Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat278">Bloat278</div>
+
| <div id="Req270">Req270</div>
| TRAPS THAT PROPEL THINGS
+
| AUTOSAVE
| (Future)
+
| Completed
| Weapon traps cannot propel units, but giant hammer traps should propel units.
+
| We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat279">Bloat279</div>
+
| <div id="Req271">Req271</div>
| IMPROVED LEVERS
+
| SAND ISSUES
| (Future)
+
| Completed
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
+
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat280">Bloat280</div>
+
| <div id="Req272">Req272</div>
| ONE-WAY/SECRET DOORS
+
| CLARIFY COIN QUOTAS
| (Future)
+
| Completed
| These would be nice but raise path-finding optimization issues.
+
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat281">Bloat281</div>
+
| <div id="Req273">Req273</div>
| IMPROVE ANIMAL MANAGEMENT
+
| STATE OF EMERGENCY
 
| (Future)
 
| (Future)
| There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.
+
| Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat282">Bloat282</div>
+
| <div id="Req274">Req274</div>
| MORE MINERAL PROPERTIES
+
| ABORTING WORLD GENERATION
| (Future)
+
| Completed
| The various minerals should have additional properties. These might influence dig speed and so on.
+
| Ability to leave history generation in the middle.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat283">Bloat283</div>
+
| <div id="Req275">Req275</div>
| DEBUG OPTIONS
+
| KIDNAPPING ISSUES
| (Future)
+
| Completed
| Various ways to fiddle with internal settings.
+
| Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat284">Bloat284</div>
+
| <div id="Req276">Req276</div>
| RIVER ROCKS
+
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS
| (Future)
+
| Completed
| The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.
 
 
|  
 
|  
|-
 
| <div id="Bloat285">Bloat285</div>
 
| CREATURE RANGES
 
| (Future)
 
| A given creature should often have a more coherent range over the entire world, rather than going region by region.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat286">Bloat286</div>
+
| <div id="Req277">Req277</div>
| RAIN POOLING
+
| STRANDED NEMESES
 
| (Future)
 
| (Future)
| Rain should have a chance to collect in certain areas.
+
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat287">Bloat287</div>
+
| <div id="Req278">Req278</div>
| THIN ICE
+
| COIN STACKS
| (Future)
+
| Completed
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
+
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat288">Bloat288</div>
+
| <div id="Req279">Req279</div>
| DUST STORMS
+
| MERCHANT COUNTER-OFFERS
| (Future)
+
| Completed
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.
+
| Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat289">Bloat289</div>
+
| <div id="Req280">Req280</div>
| HUMANS USE HORSES
+
| STAIRWAY BLOCKAGE INFORMATION
 
| Completed
 
| Completed
| Humans should ride horses into battle if they are available.
+
| Needs to tell you why stairways are blocked when you fail to move.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat290">Bloat290</div>
+
| <div id="Req281">Req281</div>
| LAKE/SWAMP IMPROVEMENTS I
+
| RESPECT NEMESIS INVENTORIES
| (Future)
+
| Completed
| Water lilies rooted to the soil below, duckweed floating in the water
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat291">Bloat291</div>
+
| <div id="Req282">Req282</div>
| LAKE/SWAMP IMPROVEMENTS II
+
| ERRONEOUS COMBAT MESSAGES
| (Future)
+
| Completed
| Mosquitoes and leeches.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat292">Bloat292</div>
+
| <div id="Req283">Req283</div>
| DEEP AND PERSISTENT SNOW
+
| CHANGED SOME END GAME PARAMETERS
| (Future)
+
| Completed
| Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat293">Bloat293</div>
+
| <div id="Req284">Req284</div>
| LOCAL ROADS
+
| CONTAINER PLACEMENT
 
| (Future)
 
| (Future)
| Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.
+
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat294">Bloat294</div>
+
| <div id="Req285">Req285</div>
| CLEANING ADJACENT INACCESSIBLE SQUARES
+
| OLD BLOODY WALLS
 
| (Future)
 
| (Future)
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
+
| Need to handle bloody river walls in dwarf mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat295">Bloat295</div>
+
| <div id="Req286">Req286</div>
| WEAPON TRAP EFFECTS
+
| HUNTER SLEEP PREFS
 
| (Future)
 
| (Future)
| Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.
+
| Make hunters sleep on the ground only while hunting.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat296">Bloat296</div>
+
| <div id="Req287">Req287</div>
| FINGERLESS GLOVES
+
| SPECIFIC MATERIAL USE
 
| (Future)
 
| (Future)
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
+
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat297">Bloat297</div>
+
| <div id="Req288">Req288</div>
| CONTINUOUS ITEM AMOUNTS
+
| FLOODGATE PLACEMENT ISSUES
 
| (Future)
 
| (Future)
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
+
| It's very common for people to get blocked off by floodgates while placing them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat298">Bloat298</div>
+
| <div id="Req289">Req289</div>
| IMPERFECT CONSTRUCTIONS
+
| MORE CLEANING
 
| (Future)
 
| (Future)
| You should be able to intentionally build submasterpiece buildings and items.
+
| Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat299">Bloat299</div>
+
| <div id="Req290">Req290</div>
| FLATWORLD
+
| WIELD ISSUES
 
| (Future)
 
| (Future)
| For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.
+
| It can be confused about which object is wielded, and there are some issues about the primary hand.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat300">Bloat300</div>
+
| <div id="Req291">Req291</div>
| ARCHERY TRAINING MATERIALS
+
| NOBLE DEATH
 
| (Future)
 
| (Future)
| Standing orders for archery training regarding which material to use.
+
| Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat301">Bloat301</div>
+
| <div id="Req292">Req292</div>
| BUILDING SQUARE BLOCKAGES
+
| NO RECORD
| (Future)
+
| Completed
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
 
 
|  
 
|  
|-
 
| <div id="Bloat302">Bloat302</div>
 
| CREATURE ART ELEMENTS
 
| (Future)
 
| Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat303">Bloat303</div>
+
| <div id="Req293">Req293</div>
| NOISE POLLUTION INDICATOR
+
| STORAGE OPTIMIZATION
| (Future)
+
| Completed
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from
+
| The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat304">Bloat304</div>
+
| <div id="Req294">Req294</div>
| UNDERGROUND TREE CAPS
+
| NO SILK ROPE SKILLS
| (Future)
+
| Completed
| Evaluate elf tree caps with respect to underground tree farms.
+
| Does clothesmaking skill go up when silk ropes are made?
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat305">Bloat305</div>
+
| <div id="Req295">Req295</div>
| GUILDS
+
| DROWNING ISSUES
| (Future)
+
| Completed
| Bring guild back more robustly as local and civ-wide organizations.
+
| Although drowning is generally harsh, there was a case of people just swimming around in the river.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat306">Bloat306</div>
+
| <div id="Req296">Req296</div>
| HIDDEN FUN STUFF
+
| INDOOR PLANT DEATH
| (Future)
+
| Completed
 +
| Some indoor bushes would die and disappear quickly.
 
|  
 
|  
 +
|-
 +
| <div id="Req297">Req297</div>
 +
| INNER DEFENDERS
 +
| Completed
 +
| The inside defenders need to occasionally go on forays or you can just pick them off at range.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat307">Bloat307</div>
+
| <div id="Req298">Req298</div>
| DESCRIPTIVE INFO
+
| SLIDING UNDER ENEMIES
 
| (Future)
 
| (Future)
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
+
| If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat308">Bloat308</div>
+
| <div id="Req299">Req299</div>
| QUALITY/DAMAGE CUSTOM STOCKPILES
+
| RIVER SITE UPDATE
| (Future)
+
| Completed
| Allow stockpiles to specify quality/damage state.
+
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat309">Bloat309</div>
+
| <div id="Req300">Req300</div>
| SENSIBLE MIGRANT PROVISIONS
+
| TREE DISPLAY PROBLEM
 
| (Future)
 
| (Future)
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
+
| Snow covered leafless deciduous trees aren't white.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat310">Bloat310</div>
+
| <div id="Req301">Req301</div>
| STRICT STONE BUILDING MATERIAL REQUIREMENTS
+
| TRAP AVOIDANCE
 
| (Future)
 
| (Future)
| Some buildings require rock blocks where metal ones would do.
+
| Invaders shouldn't fall for traps if they've seen them used.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat311">Bloat311</div>
+
| <div id="Req302">Req302</div>
| UNIT INVENTORY DISPLAY
+
| ADVENTURER PROFESSIONS
 
| (Future)
 
| (Future)
| Ability to see inventory somewhere on the unit profile screen.
+
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat312">Bloat312</div>
+
| <div id="Req303">Req303</div>
| MIGRANT CONTROL
+
| ENTITY ENEMY LEGEND
 
| (Future)
 
| (Future)
| Ability to refuse migrant groups with repercussions.
+
| If you become a town's enemy, it needs a legend event for it.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat313">Bloat313</div>
+
| <div id="Req304">Req304</div>
| STOCKPILE CONSOLIDATION
+
| STRANGE FOOD OWNERSHIP
 
| (Future)
 
| (Future)
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
+
| Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat314">Bloat314</div>
+
| <div id="Req305">Req305</div>
| DESIGNATION SIZE INFO
+
| CHEAP BARRELS
 
| (Future)
 
| (Future)
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
+
| In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat315">Bloat315</div>
+
| <div id="Req306">Req306</div>
| DESIGNATION SHAPES
+
| UNIT NAME ISSUE
 
| (Future)
 
| (Future)
| Option to designate with circles and custom templates.
+
| Technical problem with unit name display.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat316">Bloat316</div>
+
| <div id="Req307">Req307</div>
| PIPE SECTIONS
+
| BLANK TANTRUM MESSAGE
| (Future)
+
| Completed
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
+
| "(blank) is destroyed by Aliz, craftsdwarf."
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat317">Bloat317</div>
+
| <div id="Req308">Req308</div>
| PERSISTENT WILDS
+
| FARM FERTILIZER DISPLAY
| (Future)
+
| Completed
| Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.
+
| Show fertilizer amount for farms where it has happened.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat318">Bloat318</div>
+
| <div id="Req309">Req309</div>
| VARIOUS GRASSES
+
| CHANNEL/AQUEDUCT INTERACTIONS
| (Future)
+
| Completed
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
+
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat319">Bloat319</div>
+
| <div id="Req310">Req310</div>
| IMPROVED BLOOD TRACKING
+
| ITEM NAME ISSUE
| (Future)
+
| Completed
| It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
+
| Technical problem with item name display.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat320">Bloat320</div>
+
| <div id="Req311">Req311</div>
| WORLD-SPANNING FEATURES
+
| MELEE TRAINING ISSUE
| (Future)
+
| Completed
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
+
| Melee training seems to be deadly again.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat321">Bloat321</div>
+
| <div id="Req312">Req312</div>
| FOOTPRINTS
+
| DOUBLE IMPROVEMENTS
 
| (Future)
 
| (Future)
| Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.
+
| Artifact was studded with gold and gold.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat322">Bloat322</div>
+
| <div id="Req313">Req313</div>
| MISCELLANEOUS MATERIAL ACQUISITION
+
| ROAD BUILDING
 
| (Future)
 
| (Future)
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
+
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat323">Bloat323</div>
+
| <div id="Req314">Req314</div>
| WIDER USE OF COLOR DEFINITIONS
+
| LEGEND DISPLAY PROBLEM
 
| (Future)
 
| (Future)
| Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
+
| Long history names busted -- it should instead place it on two lines if possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat324">Bloat324</div>
+
| <div id="Req315">Req315</div>
| FOSSILS
+
| REPEAT ATTACK BUTTON
 
| (Future)
 
| (Future)
| Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
+
| Repeat attack button, esp. for specific wrestling.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat325">Bloat325</div>
+
| <div id="Req316">Req316</div>
| ADDITIONAL LIQUID TYPES
+
| WAIT KEY
| (Future)
+
| Completed
| Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.
+
| Wait key in adventure mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat326">Bloat326</div>
+
| <div id="Req317">Req317</div>
| SKY AND TOPO DISPLAY
+
| CORRECT AGING
 
| (Future)
 
| (Future)
| Add various optional methods for visualizing the 3D stuffs.
+
| Need creatures to age properly when reloaded, incl. retirees.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat327">Bloat327</div>
+
| <div id="Req318">Req318</div>
| VARIOUS RIDING POSITIONS
+
| ALCHEMY PILE
 
| (Future)
 
| (Future)
| When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.
+
| Alchemical pile filled with lye, vials and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat328">Bloat328</div>
+
| <div id="Req319">Req319</div>
| IMPROVED SEASHORES
+
| WAKE UP!
| (Future)
+
| Completed
| Coastal biome designations, grabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.
+
| Adventure mode sleep needs to clear upon being attacked.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat329">Bloat329</div>
+
| <div id="Req320">Req320</div>
| HIDDEN FUN STUFF
+
| NAMING ISSUE
 
| (Future)
 
| (Future)
 +
| There's an issue with some unit names
 
|  
 
|  
 +
|-
 +
| <div id="Req321">Req321</div>
 +
| ARCHERY PRACTICE GROUNDING
 +
| Completed
 +
| While doing archery practice, people that were grounded don't stand up until it's over.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat330">Bloat330</div>
+
| <div id="Req322">Req322</div>
| CLEANSING EVIL AREAS
+
| COIN BATCH ISSUE
| (Future)
+
| Completed
| The cleansing of evil areas needs to be put back in after tracking is improved.
+
| Potential problems with coin batches for non-currencies. Need to check.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat331">Bloat331</div>
+
| <div id="Req323">Req323</div>
| PRESSURE EQUILIBRIUM
+
| BREAK EXPLOIT
 
| (Future)
 
| (Future)
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
+
| Can draft then undraft to end breaks.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat332">Bloat332</div>
+
| <div id="Req324">Req324</div>
| PATTERN FLYING CRITTERS
+
| PROACTIVE BEAST ATTACKERS
 
| (Future)
 
| (Future)
| Put the pattern flying cave feature critters back in.
+
| The large beasts could afford to be slightly more aggressive.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat333">Bloat333</div>
+
| <div id="Req325">Req325</div>
| ARMOR CONTAMINATION FROM BLEEDING
+
| PUNGENT BUGS
 
| (Future)
 
| (Future)
| Requires location specific bleeding information, tied to scarring and infection.
+
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat334">Bloat334</div>
+
| <div id="Req326">Req326</div>
| IMPROVE LIQUID SINK DIRECTION
+
| HARDER FISHING
 
| (Future)
 
| (Future)
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
+
| Fishing is a little too easy, maybe.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat335">Bloat335</div>
+
| <div id="Req327">Req327</div>
| IMPROVED FARMING
+
| CORPSE PROCESSING
 
| (Future)
 
| (Future)
| Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.
+
| Can process corpse to eat etc if you have a sharp object.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat336">Bloat336</div>
+
| <div id="Req328">Req328</div>
| ITEM PLACEMENT VERSUS SMALL AREAS
+
| NAMING ISSUE
 
| (Future)
 
| (Future)
| Check some issues with the placement of objects versus small isolated areas.
+
| Issue with some unit names.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat337">Bloat337</div>
+
| <div id="Req329">Req329</div>
| PEAT
+
| STRANGE POPULATION ISSUES
| (Future)
+
| Completed
| Make peat more than just another soil type.
+
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat338">Bloat338</div>
+
| <div id="Req330">Req330</div>
| MORE OUTDOOR MAP FEATURES
+
| CHARGE CHANGE
 
| (Future)
 
| (Future)
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.
+
| Knock-backs without people falling on the ground should be more common in charging.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat339">Bloat339</div>
+
| <div id="Req331">Req331</div>
| RIVER OVERFLOWS
+
| ATTACK OPPORTUNITY NUMBERS
 
| (Future)
 
| (Future)
| River overflows and the return of the associated farming techniques.
+
| It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat340">Bloat340</div>
+
| <div id="Req332">Req332</div>
| BOULDER REMOVAL
+
| SHORT JOB NAMES
 
| (Future)
 
| (Future)
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
+
| In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat341">Bloat341</div>
+
| <div id="Req333">Req333</div>
| STUCK-IN CONTAMINANTS
+
| RESPECT CONTAINER CAPACITY ON PICKUP
 
| (Future)
 
| (Future)
| Issues with contaminants on item that becomes stuck inside another creature.
+
| Container capacity needs to be respected on pickup as it is with the put command.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat342">Bloat342</div>
+
| <div id="Req334">Req334</div>
| MIGRANT HISTORICAL EVENTS
+
| CRASHING ISSUE I
| (Future)
+
| Completed
| Some issues with migrants and associated historical events.
+
| There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat343">Bloat343</div>
+
| <div id="Req335">Req335</div>
| CLIMBING
+
| INFESTATION FREQUENCIES
| (Future)
+
| Completed
| Ability to climb terrain that would be otherwise impassable.
+
| The creatures selected to infest caves don't respect their population frequencies.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat344">Bloat344</div>
+
| <div id="Req336">Req336</div>
| RELIGIONS AND CULTS
+
| GOOD/EVIL/SAVAGERY VERMIN CHECKS
 
| (Future)
 
| (Future)
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.
+
| A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat345">Bloat345</div>
+
| <div id="Req337">Req337</div>
| WEB MOVEMENT
+
| IN-GAME SNAPSHOTS
| (Future)
+
| Completed
| Creatures that spin large webs should be able to move along the web, even in open space.
+
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat346">Bloat346</div>
+
| <div id="Req338">Req338</div>
| SUPER NIGHT SKY
+
| MEMMAP ISSUES
 
| (Future)
 
| (Future)
| Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.
+
| There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat347">Bloat347</div>
+
| <div id="Req339">Req339</div>
| HEREDITY
+
| MYSTERY WEB
| (Future)
+
| Completed
| Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
+
| A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat348">Bloat348</div>
+
| <div id="Req340">Req340</div>
| LINGUISTICS
+
| FIRE FLOW SLAYER CREDIT
 
| (Future)
 
| (Future)
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
+
| Creatures don't get credit for killing creatures directly with flows.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat349">Bloat349</div>
+
| <div id="Req341">Req341</div>
| UNIT NAMES
+
| RIVER LOOPS
| (Future)
+
| Completed
| Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.
+
| The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat350">Bloat350</div>
+
| <div id="Req342">Req342</div>
| MORE MECHANISMS
+
| FROZEN WATER DISAGREEMENT
| (Future)
+
| Completed
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
+
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat351">Bloat351</div>
+
| <div id="Req343">Req343</div>
| UNAWARE OF PROFESSIONS
+
| CORNER DOOR DETAILING
| (Future)
+
| Completed
| Your adventurer should not know somebody is a "guard" for example without knowing a bit about the civilization or at least doing some observation.
+
| A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat352">Bloat352</div>
+
| <div id="Req344">Req344</div>
| RIVER/LAKE IMPROVEMENTS
+
| TOWN ANIMALS UNDER THREAT
 
| (Future)
 
| (Future)
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
+
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat353">Bloat353</div>
+
| <div id="Req345">Req345</div>
| BARRACKS FUNCTION SPLIT
+
| REST/SLEEP CONFLICT
| (Future)
+
| Completed
| The barracks has various functions, and you should be able to say what goes on in a given barracks.
+
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat354">Bloat354</div>
+
| <div id="Req346">Req346</div>
| SAVE KITCHEN SETTINGS
+
| PROJECTILES FALLING THROUGH FLOORS
| (Future)
+
| Completed
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
+
| Corpse pieces have occasionally been observed falling through the floor.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat355">Bloat355</div>
+
| <div id="Req347">Req347</div>
| TAKING NOTES
+
| ERRONEOUS FOOD OWNERSHIP
| Completed
+
| (Future)
| It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
+
| If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat356">Bloat356</div>
+
| <div id="Req348">Req348</div>
| IMPROVED FISHING
+
| SURROUNDING CHAT BIOME VERIFICATION
 
| (Future)
 
| (Future)
| Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.
+
| When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat357">Bloat357</div>
+
| <div id="Req349">Req349</div>
| HOLDING BREATH
+
| PATH FIND ALTERATIONS
 
| (Future)
 
| (Future)
| Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.
+
| Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat358">Bloat358</div>
+
| <div id="Req350">Req350</div>
| MACROS
+
| CRASH ISSUE ON BODY PART VIEW
| (Future)
+
| Completed
| You should be able to make keyboard macros to perform complicated repetitive actions.
+
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat359">Bloat359</div>
+
| <div id="Req351">Req351</div>
| UNCONVENTIONAL AMMUNITION
+
| PET INFO CRASH
| (Future)
+
| Completed
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
+
| There was a crash related to null pet and owner pointers inside some pet info.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat360">Bloat360</div>
+
| <div id="Req352">Req352</div>
| OTHER WATER SOURCES
+
| TEMPERATURE FLOW SLAYERS
 
| (Future)
 
| (Future)
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
+
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat361">Bloat361</div>
+
| <div id="Req353">Req353</div>
| EMBARK PROFESSION UPDATE
+
| PROJECTILES AND FLOWS
 
| (Future)
 
| (Future)
| As you change skills on the embark screen, it should show the dwarf's resulting profession.
+
| Some projectiles survive environmental effects unaffected.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat362">Bloat362</div>
+
| <div id="Req354">Req354</div>
| VERMIN BODIES
+
| DIAGONAL FLOW PATHS
 
| (Future)
 
| (Future)
| Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.
+
| Diagonal-tending dragonfire has a tendency to wrap backward.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat363">Bloat363</div>
+
| <div id="Req355">Req355</div>
| FURNITURE FLUX
+
| LIQUID CREATURE SUPPORT
 
| (Future)
 
| (Future)
| You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.
+
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat364">Bloat364</div>
+
| <div id="Req356">Req356</div>
| SITE RECTANGLE INFORMATION
+
| GRASS-TREE BURN SPEEDS
 
| (Future)
 
| (Future)
| Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.
+
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat365">Bloat365</div>
+
| <div id="Req357">Req357</div>
| GLACIER/OCEAN INTERFACE
+
| FIRE AND TEMPERATURE
 
| (Future)
 
| (Future)
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
+
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat366">Bloat366</div>
+
| <div id="Req358">Req358</div>
| SMOOTHER ELEVATION CHANGES
+
| CONTAMINANT MATERIALS
 
| (Future)
 
| (Future)
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
+
| Contaminant materials need to be tracked more carefully.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat367">Bloat367</div>
+
| <div id="Req359">Req359</div>
| WATER ON BUILDINGS DISPLAY
+
| CONTAMINANT TEMPERATURE EFFECTS
 
| (Future)
 
| (Future)
| Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.
+
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat368">Bloat368</div>
+
| <div id="Req360">Req360</div>
| GENDER-BASED PICTURES
+
| TEMPERATURE AND ROTTING
 
| (Future)
 
| (Future)
| You should be able to further specify which graphical tiles are used if you like.
+
| The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat369">Bloat369</div>
+
| <div id="Req361">Req361</div>
| LEGENDARY SWIM SPEED
+
| CORE TEMPERATURE VS EXTREMITIES
 
| (Future)
 
| (Future)
| It could afford to make finer gradations for swim skill passed legendary.
+
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat370">Bloat370</div>
+
| <div id="Req362">Req362</div>
| ITEMS AND GRATES/BARS
+
| CREATURE SUBTYPES AND TEMPERATURE
 
| (Future)
 
| (Future)
| Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).
+
| The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat371">Bloat371</div>
+
| <div id="Req363">Req363</div>
| SUBORDINATE SITE POPULATIONS
+
| VERMIN AND TEMPERATURE
 
| (Future)
 
| (Future)
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
+
| Vermin are currently unaffected by temperature and flows.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat372">Bloat372</div>
+
| <div id="Req364">Req364</div>
| MORE WITH TRAPS
+
| VENOM... BARRELS?
 
| (Future)
 
| (Future)
| Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.
+
| Traders bring venom in barrels instead of vials. This might be excessive.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat373">Bloat373</div>
+
| <div id="Req365">Req365</div>
| IMPROVED DRUNKS
+
| AGGRESSIVE SAPLING GROWTH
 
| (Future)
 
| (Future)
| Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.
+
| Saplings seem to show up all over the place, including under lava or water. Might be handled.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat374">Bloat374</div>
+
| <div id="Req366">Req366</div>
| CONVERSATION SKILLS IN ADVENTURE MODE
+
| DISTANT OFFICERS
 
| (Future)
 
| (Future)
| With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.
+
| It will often select the worst possible officer for a case. It should consider distance issues, for example.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat375">Bloat375</div>
+
| <div id="Req367">Req367</div>
| PRIVACY AND ADVENTURE MODE CONVERSATIONS
+
| LOST FOOD
 
| (Future)
 
| (Future)
| Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.
+
| The eat job sometimes loses control over the munchy's location.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat376">Bloat376</div>
+
| <div id="Req368">Req368</div>
| TALKING TO GODS
+
| THE WELL BUCKET AND MAGMA
 
| (Future)
 
| (Future)
| Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.
+
| The well bucket is not affected by local temperatures as it should be when it descends.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat377">Bloat377</div>
+
| <div id="Req369">Req369</div>
| TEMPLE-SPECIFIC TASKS
+
| MISSING UNIFORM
 
| (Future)
 
| (Future)
| High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.
+
| When resetting clothing for temperature conditions, it can destroy guard uniforms.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat378">Bloat378</div>
+
| <div id="Req370">Req370</div>
| MORE BUILDING CONVERSATION
+
| EATING IN STRANGE ROOMS
 
| (Future)
 
| (Future)
| Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.
+
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat379">Bloat379</div>
+
| <div id="Req371">Req371</div>
| LEGEND SUBSET SELECTION
+
| AXE USE DEACTIVATED
 
| (Future)
 
| (Future)
| The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.
+
| Deactivating squads can do strange things to axe use preference.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat380">Bloat380</div>
+
| <div id="Req372">Req372</div>
| MOODS AND IMPRESSIONS
+
| TANTRUM EXHAUSTION
 
| (Future)
 
| (Future)
| In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.
+
| Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat381">Bloat381</div>
+
| <div id="Req373">Req373</div>
| GENERALIZE ARCHITECTURE SYSTEM
+
| RAMP WALLS
| (Future)
+
| Completed
| The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.
+
| There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat382">Bloat382</div>
+
| <div id="Req374">Req374</div>
| MORE SPHERE LINKS FOR TEMPLES
+
| PET CAP
 
| (Future)
 
| (Future)
| Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.
+
| Evaluate alternatives to the 50 per type animal cap.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat383">Bloat383</div>
+
| <div id="Req375">Req375</div>
| GOBLIN DUNGEONS
+
| OTHER CAVES
 
| (Future)
 
| (Future)
| The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.
+
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
 
|  
 
|  
|}
 
 
=Reqs=
 
 
Reqs are old bugs, additions and adjustments that have to be handled.
 
 
{| class="wikitable" valign="top"
 
|- style="background:#EFEFEF"
 
! style="width:10%"| Req-item
 
! style="width:15%"| Name
 
! style="width:10%"| Status
 
! style="width:50%"| Description
 
! style="width:15%"| Requirements
 
 
|-
 
|-
| <div id="Req1">Req1</div>
+
| <div id="Req376">Req376</div>
| PILE MASTERY AND TYPES
+
| ADV MODE LIGHTING PROBLEMS
 
| (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.
+
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
 
|  
 
|  
 
|-
 
|-
| <div id="Req2">Req2</div>
+
| <div id="Req377">Req377</div>
| IMPROVED WORK ORDERS
+
| AMAZING VERMIN ENTRY
 
| (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.
+
| Eater vermin from map features can get into things that are impossible to get into.
 
|  
 
|  
 
|-
 
|-
| <div id="Req3">Req3</div>
+
| <div id="Req378">Req378</div>
| TWEAK PRODUCTS OF WOOD BURNING
+
| LACK OF FLUID MIXING IN CONTAINERS
| Completed
+
| (Future)
|  
+
| It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
 
|  
 
|  
 
|-
 
|-
| <div id="Req4">Req4</div>
+
| <div id="Req379">Req379</div>
| PAYMENT FOR STORAGE JOBS
+
| TRAILS AND ROADS
| Completed
+
| (Future)
|  
+
| There should be trails and roads all over the place in civilized areas.
 
|  
 
|  
 
|-
 
|-
| <div id="Req5">Req5</div>
+
| <div id="Req380">Req380</div>
| STOP TREES FROM BEING ADJACENT
+
| AREA DIFFICULTIES
| Completed
+
| (Future)
 +
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
 
|  
 
|  
 +
|-
 +
| <div id="Req381">Req381</div>
 +
| MOOD WORKSHOP
 +
| (Future)
 +
| There should be additional indicators of which workshop has been taken over by a mood dwarf.
 
|  
 
|  
 
|-
 
|-
| <div id="Req6">Req6</div>
+
| <div id="Req382">Req382</div>
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
+
| OFFER CONFIRMATION
| Completed
+
| (Future)
 +
| A confirmation might be helpful for making offerings in the depot.
 
|  
 
|  
 +
|-
 +
| <div id="Req383">Req383</div>
 +
| RAW FISH NAME
 +
| (Future)
 +
| Raw fish might need to be renamed for clarity
 
|  
 
|  
 
|-
 
|-
| <div id="Req7">Req7</div>
+
| <div id="Req384">Req384</div>
| PARTY NOTIFICATION OPTION
+
| BUILDING JOB CHECKS
 
| (Future)
 
| (Future)
| Option to turn off notification about dwarves organizing parties.
+
| Need to look into how often buildings do job checks and when they reset their counters.
 
|  
 
|  
 
|-
 
|-
| <div id="Req8">Req8</div>
+
| <div id="Req385">Req385</div>
| RIVER ACTIVITY AND ATTACKS
+
| HAUL JOB OVERRIDES
 
| (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.
+
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
 
|  
 
|  
 
|-
 
|-
| <div id="Req9">Req9</div>
+
| <div id="Req386">Req386</div>
| RESTRAINED SLEEP
+
| PERSISTENT CURSOR POSITION
 
| (Future)
 
| (Future)
| People don't sleep/rest when they are chained/caged.
+
| There are some mode changes in dwarf mode where the cursor position should persist.
 
|  
 
|  
 
|-
 
|-
| <div id="Req10">Req10</div>
+
| <div id="Req387">Req387</div>
| CARETAKER WELL USE
+
| TOTAL PROFESSION NUMBERS
| Completed
+
| (Future)
| Caretakers seeking water should be able to use wells.
+
| There should be a way to view the total numbers enabled for each labor list item.
 
|  
 
|  
 
|-
 
|-
| <div id="Req11">Req11</div>
+
| <div id="Req388">Req388</div>
| IMPROVED RESCUE
+
| ROOM QUALITY DISPLAY
 
| (Future)
 
| (Future)
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
+
| There should be an easier way to view the quality of a room.
 
|  
 
|  
 
|-
 
|-
| <div id="Req12">Req12</div>
+
| <div id="Req389">Req389</div>
| WRESTLE TARGET PROBLEMS
+
| PERSONAL ROOM TRAFFIC
| Completed
+
| (Future)
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
+
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
 
|  
 
|  
 
|-
 
|-
| <div id="Req13">Req13</div>
+
| <div id="Req390">Req390</div>
| WINTER CAVE RIVER
+
| JOB INFORMATION
| Completed
+
| (Future)
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
+
| You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
 
|  
 
|  
 
|-
 
|-
| <div id="Req14">Req14</div>
+
| <div id="Req391">Req391</div>
| OUTSIDE LAVA BLOCKING
+
| WOUNDED BABY CARE
| Completed
+
| (Future)
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
+
| Mothers don't care if their babies are wounded, even if they are being carried at the time.
 
|  
 
|  
 
|-
 
|-
| <div id="Req15">Req15</div>
+
| <div id="Req392">Req392</div>
| LAVA AND TREES
+
| HAULING ORDERS
| Completed
+
| (Future)
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
+
| More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
 
|  
 
|  
 
|-
 
|-
| <div id="Req16">Req16</div>
+
| <div id="Req393">Req393</div>
| REMOVE PUBLIC CHEST/CABINETS
+
| MINING SKILL SETTINGS
| Completed
+
| (Future)
| This is part of the swap over to the bin system.
+
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req17">Req17</div>
+
| <div id="Req394">Req394</div>
| AJAR DEFAULT DOOR SETTING
+
| VARIOUS COMPENSATION METHODS
| Completed
+
| (Future)
|  
+
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
 
|  
 
|  
 
|-
 
|-
| <div id="Req18">Req18</div>
+
| <div id="Req395">Req395</div>
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES
+
| HOLDING ARTIFACTS
 
| (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.
+
| There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
 
|  
 
|  
 
|-
 
|-
| <div id="Req19">Req19</div>
+
| <div id="Req396">Req396</div>
| TARGETING PROBLEM
+
| OBSTACLE HANDLING FOR BUILDERS AND MINERS
| Completed
+
| (Future)
| Champions didn't seem to want to target anything.
+
| When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
 
|  
 
|  
 
|-
 
|-
| <div id="Req20">Req20</div>
+
| <div id="Req397">Req397</div>
| PILE CHECKING
+
| ERRONEOUS CAGED UNIT DEATHS
 
| (Future)
 
| (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.
+
| A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
 
|  
 
|  
 
|-
 
|-
| <div id="Req21">Req21</div>
+
| <div id="Req398">Req398</div>
| BODYGUARDS LEAVING
+
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL
 
| (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.
+
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
 
|  
 
|  
 
|-
 
|-
| <div id="Req22">Req22</div>
+
| <div id="Req399">Req399</div>
| HAULING PROFESSION
+
| DIRT ROADS ON ICE
 
| (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.
+
| When roads are built over ice, trampled dirt can be created spontaneously.
 
|  
 
|  
 
|-
 
|-
| <div id="Req23">Req23</div>
+
| <div id="Req400">Req400</div>
| USE GROUNDING TO CURE TRAFFIC JAMS
+
| DYED CLOTH STOCKPILE SEPARATION
| Completed
+
| (Future)
 +
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
 
|  
 
|  
 +
|-
 +
| <div id="Req401">Req401</div>
 +
| PREMATURE TRADE SCREEN EXITS
 +
| (Future)
 +
| It's easy to skip out of the trade agreement screens without knowing what happened.
 
|  
 
|  
 
|-
 
|-
| <div id="Req24">Req24</div>
+
| <div id="Req402">Req402</div>
| TRANSFER PILES
+
| SAVE TO MAIN MENU TRANSITION
 
| (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.
+
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
 
|  
 
|  
 
|-
 
|-
| <div id="Req25">Req25</div>
+
| <div id="Req403">Req403</div>
| TANTRUM THROWS
+
| DAMBLOCK OPTS
| Completed
+
| (Future)
| Thrown tantrum objects don't hit other friendlies, but they should.
+
| There are some optimizations that can be made to the damage blocking calculations.
 
|  
 
|  
 
|-
 
|-
| <div id="Req26">Req26</div>
+
| <div id="Req404">Req404</div>
| SLEEPING THROUGH TANTRUMS
+
| STILL BARRELS
| Completed
+
| (Future)
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
+
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
 
|  
 
|  
 
|-
 
|-
| <div id="Req27">Req27</div>
+
| <div id="Req405">Req405</div>
| IMPROVED WORKSHOP INTERFACES
+
| VERMIN TRACKING
 
| (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.
+
| There are some problems with the accounting of vermin populations.
 
|  
 
|  
 
|-
 
|-
| <div id="Req28">Req28</div>
+
| <div id="Req406">Req406</div>
| CHASMING REFUSE
+
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU
| Completed
+
| (Future)
| They used to throw refuse in the chasm. Now they don't. They should.
+
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
 
|  
 
|  
 
|-
 
|-
| <div id="Req29">Req29</div>
+
| <div id="Req407">Req407</div>
| SOLDIER PROFILES
+
| RECLAIM STACKS
 
| (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.
+
| On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
 
|  
 
|  
 
|-
 
|-
| <div id="Req30">Req30</div>
+
| <div id="Req408">Req408</div>
| MORE TRADE GOODS
+
| DOMESTICATION AND ENTITY DEFS
| Completed
+
| (Future)
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
+
| The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
 
|  
 
|  
 
|-
 
|-
| <div id="Req31">Req31</div>
+
| <div id="Req409">Req409</div>
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
+
| BAG RESERVES
| Completed
+
| (Future)
|  
+
| The ability to reserve bags for uses other than seed storage would be useful.
 
|  
 
|  
 
|-
 
|-
| <div id="Req32">Req32</div>
+
| <div id="Req410">Req410</div>
| SKILL SYNERGY
+
| KITCHEN ISSUES
 
| (Future)
 
| (Future)
| Have some skills give bonuses to other skills.
+
| It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
 
|  
 
|  
 
|-
 
|-
| <div id="Req33">Req33</div>
+
| <div id="Req411">Req411</div>
| SMARTER ENGRAVER
+
| ZOOMING AROUND
| Completed
+
| (Future)
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
+
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
 
|  
 
|  
 
|-
 
|-
| <div id="Req34">Req34</div>
+
| <div id="Req412">Req412</div>
| SHODDY ITEMS
+
| DROWSINESS VS. KNOCKOUTS
 
| (Future)
 
| (Future)
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
+
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.
 
|  
 
|  
 
|-
 
|-
| <div id="Req35">Req35</div>
+
| <div id="Req413">Req413</div>
| SHODDY START ITEMS
+
| PAIRED ITEMS ON ARMOR STANDS
 
| (Future)
 
| (Future)
| Shoddy items for low skill settlers.
+
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
| [[#Req34|Req34]]
+
|  
 
|-
 
|-
| <div id="Req36">Req36</div>
+
| <div id="Req414">Req414</div>
| INIT BUG
+
| EQUIPMENT STORAGE
| Completed
+
| (Future)
| Potential initialization problem for dwarf mode if previous games have been played.
+
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req37">Req37</div>
+
| <div id="Req415">Req415</div>
| TRIGGER LINK INTERFACE
+
| SCHEDULING ISSUES
 
| (Future)
 
| (Future)
| It could be more clear about what you are linking to and what it will do.
+
| There are some minor adventure mode town schedule issues that need addressing.
 
|  
 
|  
 
|-
 
|-
| <div id="Req38">Req38</div>
+
| <div id="Req416">Req416</div>
| JOB INFORMATION RETENTION
+
| PAIRED IMPROVEMENTS
 
| (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.
+
| For the most part, improvements on pregenerated paired items should be made identical.
 
|  
 
|  
 
|-
 
|-
| <div id="Req39">Req39</div>
+
| <div id="Req417">Req417</div>
| AXES FOR WOODCUTTERS
+
| "WATER"SKINS?
| Completed
+
| (Future)
 +
| Military dwarves should be apt to carry booze instead of water.
 
|  
 
|  
 +
|-
 +
| <div id="Req418">Req418</div>
 +
| WEIGHT AND VALUE PROBLEMS
 +
| (Future)
 +
| There are a lot of inconsistencies with weight and value numbers in the raws.
 
|  
 
|  
 
|-
 
|-
| <div id="Req40">Req40</div>
+
| <div id="Req419">Req419</div>
| IMPROVED OUTPOST LIAISON
+
| PRICE SETTER STORAGE
| Completed
+
| (Future)
| Liaison should come earlier and be more useful.
+
| Technical issue with price setter storage.
 
|  
 
|  
 
|-
 
|-
| <div id="Req41">Req41</div>
+
| <div id="Req420">Req420</div>
| BUILDING CONSTRUCTION ITEM SELECTION
+
| DRINK JOB CONNECTION CHECKS
| Completed
+
| (Future)
| 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.
+
| Some drink jobs don't check connectivity correctly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req42">Req42</div>
+
| <div id="Req421">Req421</div>
| STOP JOB RESUME WHEN UNDER ATTACK
+
| BUILDING NAMES
| Completed
+
| (Future)
 +
| Custom names for buildings. For stockpiles they can be inherited by containers.
 
|  
 
|  
 +
|-
 +
| <div id="Req422">Req422</div>
 +
| ROCKY ROAD
 +
| (Future)
 +
| Road building can be annoying on rocky maps.
 
|  
 
|  
 
|-
 
|-
| <div id="Req43">Req43</div>
+
| <div id="Req423">Req423</div>
| MOVIE MAKER INTERFACE
+
| WEALTH OVERCOUNTS
 
| (Future)
 
| (Future)
| Put fast-forward back in, some other tweaks.
+
| Held/worn items are counted too much toward fortress wealth.
 
|  
 
|  
 
|-
 
|-
| <div id="Req44">Req44</div>
+
| <div id="Req424">Req424</div>
| JOB ASSIGN OPTIMIZATION
+
| PLANTING CANCELLATIONS
| Completed
+
| (Future)
|  
+
| Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
 
|  
 
|  
 
|-
 
|-
| <div id="Req45">Req45</div>
+
| <div id="Req425">Req425</div>
| TARGET OPTIMIZATION
+
| DWARVEN WAGONS
 
| Completed
 
| Completed
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
+
| Dwarves have wagons, so they should use them to trade.
 
|  
 
|  
 
|-
 
|-
| <div id="Req46">Req46</div>
+
| <div id="Req426">Req426</div>
| JOB AMOUNT ABUSE
+
| WATERFALL EDGES
 
| (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.
+
| Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
 
|  
 
|  
 
|-
 
|-
| <div id="Req47">Req47</div>
+
| <div id="Req427">Req427</div>
| GENERAL CHASMING OF ITEMS
+
| ELITE SOLDIER SETTINGS
| Completed
+
| (Future)
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
+
| You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
 
|  
 
|  
 
|-
 
|-
| <div id="Req48">Req48</div>
+
| <div id="Req428">Req428</div>
| NO RECORD
+
| TASK PRIORITIES
| Completed
+
| (Future)
 +
| It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
 
|  
 
|  
 +
|-
 +
| <div id="Req429">Req429</div>
 +
| FARM SETTINGS LOST
 +
| (Future)
 +
| It can destroy preset crop selections for future seasons when there's a problem with the current season.
 
|  
 
|  
 
|-
 
|-
| <div id="Req49">Req49</div>
+
| <div id="Req430">Req430</div>
| POUR BUCKETS INTO BARRELS
+
| JOB POSSIBILITIES DISPLAYED
| Completed
+
| (Future)
 +
| When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
 
|  
 
|  
 +
|-
 +
| <div id="Req431">Req431</div>
 +
| EQUIPMENT CLEANING
 +
| (Future)
 +
| You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
 
|  
 
|  
 
|-
 
|-
| <div id="Req50">Req50</div>
+
| <div id="Req432">Req432</div>
| ERRANT BLOOD PLACEMENT
+
| SETUP SCREEN CHANGES
| Completed
+
| (Future)
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
+
| Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
 
|  
 
|  
 
|-
 
|-
| <div id="Req51">Req51</div>
+
| <div id="Req433">Req433</div>
| OVER-POWERED TANTRUMS
+
| FLOATING
 
| (Future)
 
| (Future)
| Damaging certain buildings is too easy.
+
| Objects with proper densities should float in liquids. This should also apply to swimming creatures.
 
|  
 
|  
 
|-
 
|-
| <div id="Req52">Req52</div>
+
| <div id="Req434">Req434</div>
| NO RECORD
+
| MESSAGE CONTROL
| Completed
+
| (Future)
|  
+
| All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
 
|  
 
|  
 
|-
 
|-
| <div id="Req53">Req53</div>
+
| <div id="Req435">Req435</div>
| NO RECORD
+
| SETTINGS FOR BASIC JOBS
| Completed
+
| (Future)
 +
| There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
 
|  
 
|  
 +
|-
 +
| <div id="Req436">Req436</div>
 +
| EQUIPMENT DISPOSAL
 +
| (Future)
 +
| There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
 
|  
 
|  
 
|-
 
|-
| <div id="Req54">Req54</div>
+
| <div id="Req437">Req437</div>
| FOCUS 3D
+
| ASHERY SKILLS
 
| (Future)
 
| (Future)
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
+
| Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
 +
|
 
|-
 
|-
| <div id="Req55">Req55</div>
+
| <div id="Req438">Req438</div>
| NO RECORD
+
| REFERENCE UPDATE
| Completed
+
| (Future)
|  
+
| Some internal references should be stored differently.
 
|  
 
|  
 
|-
 
|-
| <div id="Req56">Req56</div>
+
| <div id="Req439">Req439</div>
| NO RECORD
+
| FISHERY AUTOMATION
| Completed
+
| (Future)
|  
+
| The fishery (and other workshops) should have automation features.
 
|  
 
|  
 
|-
 
|-
| <div id="Req57">Req57</div>
+
| <div id="Req440">Req440</div>
| NO RECORD
+
| TRAVELER OUTFITS
| Completed
+
| (Future)
|  
+
| Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
 
|  
 
|  
 
|-
 
|-
| <div id="Req58">Req58</div>
+
| <div id="Req441">Req441</div>
| SOLDIERS ON TOP OF MILITARY SCREEN
+
| CHILDREN AND GROWTH
| Completed
+
| (Future)
|  
+
| Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
 
|  
 
|  
 
|-
 
|-
| <div id="Req59">Req59</div>
+
| <div id="Req442">Req442</div>
| COLOR ON UNIT SCREEN
+
| SHOPKEEPERS AND THEIR INVENTORY
| Completed
+
| (Future)
|  
+
| Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req60">Req60</div>
+
| <div id="Req443">Req443</div>
| BLOCK EXPLANATIONS
+
| UNIT-JOB SCREEN IMPROVEMENTS
| Completed
+
| (Future)
| Can't tell what's blocking you when are blocked going down dwarf stairs.
+
| The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req61">Req61</div>
+
| <div id="Req444">Req444</div>
| INVASION AFTER-EFFECTS
+
| FLEEING SOLDIER AI
 
| (Future)
 
| (Future)
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
+
| Fleeing soldiers don't cope well with not being able to reach their exit location.
 
|  
 
|  
 
|-
 
|-
| <div id="Req62">Req62</div>
+
| <div id="Req445">Req445</div>
| SITE CLIFF DEFINITION
+
| INJURED HUNTERS
| 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="Req63">Req63</div>
 
| SMALL PET ATTACHMENTS
 
 
| (Future)
 
| (Future)
| People don't care when their smaller pets die.
+
| Injured hunters should not attempt to hunt in general.
 
|  
 
|  
 
|-
 
|-
| <div id="Req64">Req64</div>
+
| <div id="Req446">Req446</div>
| ACCESSIBILITY ISSUES
+
| COOKING SELECTION ISSUE
 
| (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.
+
| Cooking had an issue where it selected a barrel and the object inside of it.
 
|  
 
|  
 
|-
 
|-
| <div id="Req65">Req65</div>
+
| <div id="Req447">Req447</div>
| CRASH BUG WITH BOWS
+
| PRESERVING VALUABLE STONES
 
| Completed
 
| Completed
|  
+
| There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req66">Req66</div>
+
| <div id="Req448">Req448</div>
| PROBLEM WITH POPULATION CREATION
+
| INTERRUPTED JOB DURATIONS
| Completed
+
| (Future)
|  
+
| Issue with job durations versus interruptions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req67">Req67</div>
+
| <div id="Req449">Req449</div>
| MONSTER BURIAL
+
| BARRACKS ASSIGNMENTS
| Completed
+
| (Future)
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
+
| Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req68">Req68</div>
+
| <div id="Req450">Req450</div>
| HUNTING ARMOR
+
| USEFUL BREAKS
 
| (Future)
 
| (Future)
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
+
| Dwarves should actively pursue non-work related activities while they are taking breaks.
 
|  
 
|  
 
|-
 
|-
| <div id="Req69">Req69</div>
+
| <div id="Req451">Req451</div>
| IMPROPER BURIAL
+
| LIAISON AND WORKERS
| Completed
+
| (Future)
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
+
| You should be able to request specific workers and worker types from your outpost liaison.
 
|  
 
|  
 
|-
 
|-
| <div id="Req70">Req70</div>
+
| <div id="Req452">Req452</div>
| BREAKUP ITEM STACKS
+
| IMPROVE LOCAL MATERIAL TABULATION
 
| (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.
+
| The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
 
|  
 
|  
 
|-
 
|-
| <div id="Req71">Req71</div>
+
| <div id="Req453">Req453</div>
| ARMY PROFILES
+
| COFFIN OBJECT ISSUES
 
| (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.
+
| Issues with the items in coffins versus building destruction and rotting.
 
|  
 
|  
 
|-
 
|-
| <div id="Req72">Req72</div>
+
| <div id="Req454">Req454</div>
| WILD BEASTS POPULATING SITES
+
| FOOD SELECTION
| Completed
+
| (Future)
|  
+
| There are some issues with food choice relative to value and distance.
 
|  
 
|  
 
|-
 
|-
| <div id="Req73">Req73</div>
+
| <div id="Req455">Req455</div>
| SOME CODE CLEANING
+
| RAMPS ON BOUNDARIES
| Completed
+
| (Future)
|  
+
| Some ramps were omitted on block splits.
 
|  
 
|  
 
|-
 
|-
| <div id="Req74">Req74</div>
+
| <div id="Req456">Req456</div>
| MINING DESIGNATIONS
+
| KIDNAP INFO HANDLING
 
| (Future)
 
| (Future)
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
+
| Kidnapped dwarves need to have more game info removed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req75">Req75</div>
+
| <div id="Req457">Req457</div>
| REWALL
+
| STEAM EFFECTS
| Completed
+
| (Future)
| Option to re-wall or fill in channels, using some stone.
+
| There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
 
|  
 
|  
 
|-
 
|-
| <div id="Req76">Req76</div>
+
| <div id="Req458">Req458</div>
| INTELLIGENT HUNTING
+
| ZOMBIE BODIES
 
| (Future)
 
| (Future)
| Crossbow hunters should be more intelligent about their ammo.
+
| Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req77">Req77</div>
+
| <div id="Req459">Req459</div>
| SOME NEW WILDERNESS CREATURE TYPES
+
| CAVE-IN COLUMN WEIGHTS
| Completed
+
| (Future)
|  
+
| Cave-in columns need more careful weight calculations.
 
|  
 
|  
 
|-
 
|-
| <div id="Req78">Req78</div>
+
| <div id="Req460">Req460</div>
| TWEAK FOR PILES
+
| INITIAL RIVER DISPLAY
| Completed
+
| (Future)
|  
+
| It needs to initialize river flow directions before the rivers are initially displayed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req79">Req79</div>
+
| <div id="Req461">Req461</div>
| JOB CANCEL NOTICES
+
| FLOWS AND DIRECTIONAL CALCULATIONS
 
| (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.
+
| Certain flow calculations still only run in 4 directions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req80">Req80</div>
+
| <div id="Req462">Req462</div>
| WILDERNESS INTERACTIONS
+
| CONTAMINANT TEMPERATURE AND MOISTURE
 
| (Future)
 
| (Future)
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
+
| Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
 
|  
 
|  
 
|-
 
|-
| <div id="Req81">Req81</div>
+
| <div id="Req463">Req463</div>
| ARTISANS WEARING ARMOR
+
| FORBIDDEN WARES
 
| (Future)
 
| (Future)
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
+
| The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req82">Req82</div>
+
| <div id="Req464">Req464</div>
| NUMBERED JOB REPEAT
+
| EXCESSIVE BAIT
 
| (Future)
 
| (Future)
| Option to have numeric repeats for a job.
+
| Dwarves should not use entire stacks of meat or fish to bait traps.
 
|  
 
|  
 
|-
 
|-
| <div id="Req83">Req83</div>
+
| <div id="Req465">Req465</div>
| INTELLIGENT JOB HANDLING
+
| METAL BLOCK/BAR WEIGHTS
 
| (Future)
 
| (Future)
| More job suspensions rather than complete cancellations.
+
| Need to watch out for the weight of metal objects versus metal bars.
 
|  
 
|  
 
|-
 
|-
| <div id="Req84">Req84</div>
+
| <div id="Req466">Req466</div>
| SKILL ROLL CONSISTENCY
+
| WRESTLING GRASPS VERSUS OTHER ACTIONS
 
| (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.
+
| It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
 
|  
 
|  
 
|-
 
|-
| <div id="Req85">Req85</div>
+
| <div id="Req467">Req467</div>
| PAIN DEADENING AND SCARS
+
| UNDEAD HEALING
 
| (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.).
+
| Undead and construct-type creatures tend to heal when they shouldn't.
 
|  
 
|  
 
|-
 
|-
| <div id="Req86">Req86</div>
+
| <div id="Req468">Req468</div>
| JOB PRIORITIZING
+
| EXTRACT MATERIALS
 
| (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).
+
| The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
 
|  
 
|  
 
|-
 
|-
| <div id="Req87">Req87</div>
+
| <div id="Req469">Req469</div>
| IMPROVE DROWNING
+
| HUMAN MIGRANT ISSUES
 
| (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.
+
| In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
 
|  
 
|  
 
|-
 
|-
| <div id="Req88">Req88</div>
+
| <div id="Req470">Req470</div>
| STOCKS AND CORPSES
+
| UNDEAD POPULATIONS
| Completed
+
| (Future)
| Problem with corpses/body parts in the stockpile screen.
+
| Undead populations aren't tracked properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req89">Req89</div>
+
| <div id="Req471">Req471</div>
| DIG INTERFACE PROBLEM
+
| ASKING DIRECTIONS
| Completed
+
| (Future)
|  
+
| You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
 
|  
 
|  
 
|-
 
|-
| <div id="Req90">Req90</div>
+
| <div id="Req472">Req472</div>
| MULTIPLE AUTOMATED SHOP
+
| MIXING LIQUID CONTAMINANTS
 
| (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.
+
| Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
 
|  
 
|  
 
|-
 
|-
| <div id="Req91">Req91</div>
+
| <div id="Req473">Req473</div>
| LEATHER COUNTING
+
| MATERIAL REWRITE
 
| (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.
+
| There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
 
|  
 
|  
 
|-
 
|-
| <div id="Req92">Req92</div>
+
| <div id="Req474">Req474</div>
| BETTER SHOOTING INTERFACE
+
| PATH BUFFER CLEARING
 
| (Future)
 
| (Future)
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
+
| There's a bit of an optimization that can be done to the periodic path buffer clearing.
 
|  
 
|  
 
|-
 
|-
| <div id="Req93">Req93</div>
+
| <div id="Req475">Req475</div>
| NO RECORD
+
| SIEGE ENGINES AND THE Z AXIS
| Completed
+
| (Future)
 +
| Siege engines need to respect the z axis.
 
|  
 
|  
 +
|-
 +
| <div id="Req476">Req476</div>
 +
| DEEP OBJECT PLACEMENT ISSUE
 +
| (Future)
 +
| There's an issue with object placement in one of the deep areas.
 
|  
 
|  
 
|-
 
|-
| <div id="Req94">Req94</div>
+
| <div id="Req477">Req477</div>
| ABANDONMENT FIX
+
| CONNECTED SITE COMPONENTS
| Completed
+
| (Future)
|  
+
| Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
 
|  
 
|  
 
|-
 
|-
| <div id="Req95">Req95</div>
+
| <div id="Req478">Req478</div>
| BETTER TRAP TEXT
+
| LOCAL ARMY MOVEMENT
 
| (Future)
 
| (Future)
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
+
| There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
 
|  
 
|  
 
|-
 
|-
| <div id="Req96">Req96</div>
+
| <div id="Req479">Req479</div>
| LIGHTING
+
| GOBLIN TOWER ISSUES
 
| (Future)
 
| (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.
+
| There are some issues with swamps, vegetation and subterranean areas in goblin towers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req97">Req97</div>
+
| <div id="Req480">Req480</div>
| VERMIN SWARMS IN ADVENTURE MODE
+
| DWARVES ON FIRE
| Completed
+
| (Future)
 +
| Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
 
|  
 
|  
 +
|-
 +
| <div id="Req481">Req481</div>
 +
| HATCH OPENING FOR DIAGONAL FLIERS
 +
| (Future)
 +
| It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
 
|  
 
|  
 
|-
 
|-
| <div id="Req98">Req98</div>
+
| <div id="Req482">Req482</div>
| ART IMAGES
+
| FISH CLEANING IMPROVEMENTS
| Completed
+
| (Future)
|  
+
| You should be able to remove relevant portions (shell/bones) of fish during cleaning.
 
|  
 
|  
 
|-
 
|-
| <div id="Req99">Req99</div>
+
| <div id="Req483">Req483</div>
| BURYING THINGS
+
| BLOOD VISIBILITY
 
| (Future)
 
| (Future)
| Allow items to be buried under the soil.
+
| Blood of all types should be visible on whatever color stone it falls on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req100">Req100</div>
+
| <div id="Req484">Req484</div>
| COIN STORES
+
| WIND
 
| (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.
+
| Local wind patterns need to be more interesting.
 
|  
 
|  
 
|-
 
|-
| <div id="Req101">Req101</div>
+
| <div id="Req485">Req485</div>
| HAPPINESS UPON RELEASE FROM CONFINEMENT
+
| GROUNDED/SWIMMING
| Completed
+
| (Future)
|  
+
| Need to square the commonly-used notion of being on the ground with swimming.
 
|  
 
|  
 
|-
 
|-
| <div id="Req102">Req102</div>
+
| <div id="Req486">Req486</div>
| SOME WAGE ADJUSTMENTS
+
| VISION AND SWIMMING
 
| (Future)
 
| (Future)
| Jeweler and mechanic jobs should take a little longer but pay more.
+
| Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
 
|  
 
|  
 
|-
 
|-
| <div id="Req103">Req103</div>
+
| <div id="Req487">Req487</div>
| NO RECORD
+
| WATER PRESERVATION
| Completed
+
| (Future)
|  
+
| There are some cases where water is deleted when it might be pushed away to other tiles instead.
 
|  
 
|  
 
|-
 
|-
| <div id="Req104">Req104</div>
+
| <div id="Req488">Req488</div>
| SLAYER ANNOUNCEMENT
+
| WARM STONE PROBLEM
 
| (Future)
 
| (Future)
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
+
| There are some rare cases where warm stone next to lava gets its temperature reset.
 
|  
 
|  
 
|-
 
|-
| <div id="Req105">Req105</div>
+
| <div id="Req489">Req489</div>
| SOME BUILDING INTERACTIONS
+
| MIGRANT CHILDREN AGES
| Completed
+
| (Future)
|  
+
| The ages of migrant children are not based on the raws.
 
|  
 
|  
 
|-
 
|-
| <div id="Req106">Req106</div>
+
| <div id="Req490">Req490</div>
| FINALIZING THE STATE OF ACTIVE FLOWS
+
| MATERIAL DEMANDS AND MANDATES
 
| (Future)
 
| (Future)
| If flows are active when the player quits, their effects need to be handled.
+
| Local materials lists for demands aren't compiled properly now.
 
|  
 
|  
 
|-
 
|-
| <div id="Req107">Req107</div>
+
| <div id="Req491">Req491</div>
| PRIMITIVE WEAPONS
+
| ADVENTURE MODE TRADE SKILLS
 
| (Future)
 
| (Future)
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
+
| Some of the features from dwarf mode trade can be moved over to adventure mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Req108">Req108</div>
+
| <div id="Req492">Req492</div>
| INTERFACE BINDINGS
+
| MELTED OBJECT SIZE
| Completed
+
| (Future)
|  
+
| When objects change states, their sizes need to be tracked more carefully.
 
|  
 
|  
 
|-
 
|-
| <div id="Req109">Req109</div>
+
| <div id="Req493">Req493</div>
| FINISH TRAP BAITING
+
| MISSING MIGRANT TYPES
 
| (Future)
 
| (Future)
| It's very sparse right now. Gems aren't actually used.
+
| A few professions don't occur as migrant types.
 
|  
 
|  
 
|-
 
|-
| <div id="Req110">Req110</div>
+
| <div id="Req494">Req494</div>
| NEMESIS TRADES
+
| INITIALIZING PREFERENCES ISSUE
 
| (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.
+
| There's a minor issue with unit preferences and which ones it knows about at which times.
 
|  
 
|  
 
|-
 
|-
| <div id="Req111">Req111</div>
+
| <div id="Req495">Req495</div>
| FILE I/O CHECKING
+
| FISH SEARCH
 
| (Future)
 
| (Future)
| It could give more feedback about save/load errors.
+
| Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
 
|  
 
|  
 
|-
 
|-
| <div id="Req112">Req112</div>
+
| <div id="Req496">Req496</div>
| ITEM AGGREGATES
+
| WORLD MIGRANT LINKS
 
| (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.
+
| Migrants joining towns on the world map don't get proper entity links.
 
|  
 
|  
 
|-
 
|-
| <div id="Req113">Req113</div>
+
| <div id="Req497">Req497</div>
| RACE SPECIFIC PROFESSION NAMES
+
| RIVER STONES FOR ENTITIES
| Completed
+
| (Future)
 +
| Civilizations don't use alluvial deposits properly.
 
|  
 
|  
 +
|-
 +
| <div id="Req498">Req498</div>
 +
| SAME-SQUARE MOVEMENT
 +
| (Future)
 +
| There are some adventure mode issues with same-square interactions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req114">Req114</div>
+
| <div id="Req499">Req499</div>
| DWARF LEVEL TWISTING ISSUES
+
| BETTER PRESSURE
 
| Completed
 
| Completed
| Can see/shoot through dwarf twisted areas improperly sometimes.
+
| Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req115">Req115</div>
+
| <div id="Req500">Req500</div>
| NO RECORD
+
| SITE POPULATIONS
| Completed
+
| (Future)
 +
| There are various little issues with site animal populations that need to be cleaned up.
 
|  
 
|  
 +
|-
 +
| <div id="Req501">Req501</div>
 +
| MINOR WILDERNESS POP ISSUES
 +
| (Future)
 +
| There are some minor issues with the distributions of local wilderness populations.
 
|  
 
|  
 
|-
 
|-
| <div id="Req116">Req116</div>
+
| <div id="Req502">Req502</div>
| PROBLEM WITH LEAVES TEXT
+
| FROZEN WATER CONTAMINANTS
| Completed
+
| (Future)
|  
+
| Contaminants for frozen liquids aren't tracked carefully enough.
 
|  
 
|  
 
|-
 
|-
| <div id="Req117">Req117</div>
+
| <div id="Req503">Req503</div>
| PET CAGE ASSIGNMENT PROBLEM
+
| FLIERS/SWIMMERS AND BUILDING TARGETING
 
| (Future)
 
| (Future)
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
+
| Creatures with unusual movement types can't target buildings properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req118">Req118</div>
+
| <div id="Req504">Req504</div>
| SOLDIER STATIONING LOAD PROBLEM
+
| RUIN PLACEMENT
| Completed
+
| (Future)
| Bug with soldier stationing after load.
+
| Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
 
|  
 
|  
 
|-
 
|-
| <div id="Req119">Req119</div>
+
| <div id="Req505">Req505</div>
| LOSS OF THREAD PLANT RESOURCES
+
| CAVE-IN DUST
| Completed
+
| (Future)
| It still gives you one thread from pig tail(5).
+
| Dust flows from cave-ins need to be generated more carefully.
 
|  
 
|  
 
|-
 
|-
| <div id="Req120">Req120</div>
+
| <div id="Req506">Req506</div>
| OFF DUTY SOLDIER STORES
+
| IMPROVED CAVE-IN MECHANICS
 
| (Future)
 
| (Future)
| Off-duty soldiers don't store their belongings, but they should.
+
| The cave-in framework isn't being used for much. There should be more requirements for supports again.
 
|  
 
|  
 
|-
 
|-
| <div id="Req121">Req121</div>
+
| <div id="Req507">Req507</div>
| BACKPACK AND QUIVER USE
+
| SOIL CAVE-INS
| Completed
+
| (Future)
| Problem with quivers and backpacks conflicting in dwarf mode especially.
+
| Certain rock/ground types shouldn't support anything by themselves.
 
|  
 
|  
 
|-
 
|-
| <div id="Req122">Req122</div>
+
| <div id="Req508">Req508</div>
| RESPECT BELT SLOT
+
| WALKING ON BUILDINGS
| Completed
+
| (Future)
| The belt inventory slot is created by pants, but this is only partially respected.
+
| It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.
 
|  
 
|  
 
|-
 
|-
| <div id="Req123">Req123</div>
+
| <div id="Req509">Req509</div>
| NO RECORD
+
| CASTRATING ANIMALS
| Completed
+
| (Future)
 +
| Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
 
|  
 
|  
 +
|-
 +
| <div id="Req510">Req510</div>
 +
| FIRES IN CONTAINERS
 +
| (Future)
 +
| Fires should not be able to burn in sealed containers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req124">Req124</div>
+
| <div id="Req511">Req511</div>
| CAVE-IN RAMIFICATIONS
+
| ARMORED AGAINST JUSTICE
 
| (Future)
 
| (Future)
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
+
| People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.
 
|  
 
|  
 
|-
 
|-
| <div id="Req125">Req125</div>
+
| <div id="Req512">Req512</div>
| BUILDING DAMAGE AND INVADERS
+
| PERSONAL HYGIENE
 
| (Future)
 
| (Future)
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
+
| Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.
 
|  
 
|  
 
|-
 
|-
| <div id="Req126">Req126</div>
+
| <div id="Req513">Req513</div>
| INVADERS AND WELLS
+
| FOOD PLURALS
| Completed
+
| (Future)
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.
+
| Food items need plurals (for the description screen for example).
 
|  
 
|  
 
|-
 
|-
| <div id="Req127">Req127</div>
+
| <div id="Req514">Req514</div>
| CLARIFY DOOR DESIGNATIONS
+
| MAP GENERATION BIAS
| Completed
+
| (Future)
| The door designations are very confusing right now.
+
| The mid-level square maps never use the bottom right corner if all biome priorities are the same.
 
|  
 
|  
 
|-
 
|-
| <div id="Req128">Req128</div>
+
| <div id="Req515">Req515</div>
| TRAFFIC JAMS
+
| CONSTRUCTION BUILDING PLACEMENT
| Completed
+
| (Future)
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
+
| You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req129">Req129</div>
+
| <div id="Req516">Req516</div>
| IMPROVE COOKING
+
| ELVES TRADING ANIMALS
 
| (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.
+
| Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
 
|  
 
|  
 
|-
 
|-
| <div id="Req130">Req130</div>
+
| <div id="Req517">Req517</div>
| SOME MORE END GAME STUFF
+
| KIDNAP THOUGHT
 
| (Future)
 
| (Future)
|  
+
| Children should have some kind of thought about being kidnapped.
 
|  
 
|  
 
|-
 
|-
| <div id="Req131">Req131</div>
+
| <div id="Req518">Req518</div>
| RECEIVING OFFERINGS
+
| OFFICE WORK
 
| (Future)
 
| (Future)
| When you get king, you should receive offerings.
+
| Proper office work should require a table by the chair.
 
|  
 
|  
 
|-
 
|-
| <div id="Req132">Req132</div>
+
| <div id="Req519">Req519</div>
| ELF CHECK DEFICIENCIES
+
| BEAST INTERRUPTIONS
 
| (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.
+
| Beasts should not constantly interrupt workers that aren't actual under threat.
 
|  
 
|  
 
|-
 
|-
| <div id="Req133">Req133</div>
+
| <div id="Req520">Req520</div>
| ELVEN TRADE GOODS
+
| EASY-TO-SKIP MEETING SCREENS
 
| (Future)
 
| (Future)
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
+
| It's too easy to skip passed important meeting screens by pressing space.
 
|  
 
|  
 
|-
 
|-
| <div id="Req134">Req134</div>
+
| <div id="Req521">Req521</div>
| FORTIFICATION OBJECT PROBLEMS
+
| WATERY RAMPS
 
| (Future)
 
| (Future)
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
+
| Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
 
|  
 
|  
 
|-
 
|-
| <div id="Req135">Req135</div>
+
| <div id="Req522">Req522</div>
| HIDDEN REQUIRED FUN STUFF
+
| FLYING UP
 
| (Future)
 
| (Future)
|  
+
| In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
 
|  
 
|  
 
|-
 
|-
| <div id="Req136">Req136</div>
+
| <div id="Req523">Req523</div>
| ADVANCED STEALTH
+
| STREAM WATER FEET
 
| (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.
+
| Stance points need to get water covers when walking over wet streams.
 
|  
 
|  
 
|-
 
|-
| <div id="Req137">Req137</div>
+
| <div id="Req524">Req524</div>
| ORPHANED BABIES
+
| SALT WATER PONDS
 
| (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.
+
| You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
 
|  
 
|  
 
|-
 
|-
| <div id="Req138">Req138</div>
+
| <div id="Req525">Req525</div>
| ALCHEMY AND HEALING
+
| MORE RIVERS
 
| (Future)
 
| (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.
+
| Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.
 
|  
 
|  
 
|-
 
|-
| <div id="Req139">Req139</div>
+
| <div id="Req526">Req526</div>
| POSSIBLE KO BUG
+
| WOOD RAW TOKENS
| Completed
+
| (Future)
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
+
| Wood raws are missing a lot of customizable properties that other materials have.
 
|  
 
|  
 
|-
 
|-
| <div id="Req140">Req140</div>
+
| <div id="Req527">Req527</div>
| BETTER JOB CANCELLATION
+
| PROMPT MEETINGS
 
| (Future)
 
| (Future)
| If you are a few steps from completing your job and get a little hungry, you should stick it out.
+
| People that have meetings should take care of them promptly. The broker should get to the trade depot when called.
 
|  
 
|  
 
|-
 
|-
| <div id="Req141">Req141</div>
+
| <div id="Req528">Req528</div>
| HANDLE DISCONNECTED COMPONENTS
+
| SOME NEW STOCKPILE SETTINGS
| Completed
+
| (Future)
| Sometimes needs to deal with disconnected caves on loss.
+
| People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
 
|  
 
|  
 
|-
 
|-
| <div id="Req142">Req142</div>
+
| <div id="Req529">Req529</div>
| WEIGHT/INJURY INTERFACE
+
| CONSTRUCTION WEAR
 
| (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.
+
| Constructions don't wear down in the same way that regular smoothed walls do.
 
|  
 
|  
 
|-
 
|-
| <div id="Req143">Req143</div>
+
| <div id="Req530">Req530</div>
| ADVENTURE WEAR ISSUES
+
| ORE/ALLOY AMOUNT PROBLEMS
 
| (Future)
 
| (Future)
| The wearing things in adventure mode should take time and be interruptable.
+
| Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.
 
|  
 
|  
 
|-
 
|-
| <div id="Req144">Req144</div>
+
| <div id="Req531">Req531</div>
| NAME ENTRY
+
| IMPROVED WORLD MAP DURING EMBARK
| Completed
+
| (Future)
| Ability to enter name manually, at least your first name (which is never translated).
+
| The tiles on the world map should be more representative of what's actually there.
 
|  
 
|  
 
|-
 
|-
| <div id="Req145">Req145</div>
+
| <div id="Req532">Req532</div>
| CHANNEL INTERFACE PROBLEMS
+
| EDGE PROJECTILES
| Completed
+
| (Future)
| Sometimes channels can display several times because of the way it links them. This can be changed.
+
| Ammunition fired at the edge of the play area shouldn't bounce against it.
 
|  
 
|  
 
|-
 
|-
| <div id="Req146">Req146</div>
+
| <div id="Req533">Req533</div>
| PILE ISSUES
+
| BUILDING CONSTRUCTION INCONSISTENCIES
 
| (Future)
 
| (Future)
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
+
| There are some issues about diagonal access and so on with building constructions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req147">Req147</div>
+
| <div id="Req534">Req534</div>
| BUILD PATH VIOLATION
+
| MINING SIDES
| Completed
+
| (Future)
|  
+
| Dwarves sometimes go on a long detour to mine a wall from a particular side.
 
|  
 
|  
 
|-
 
|-
| <div id="Req148">Req148</div>
+
| <div id="Req535">Req535</div>
| EXPANDED DUNGEON AI
+
| WATER CONTAMINANT CONTROLS
 
| (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.
+
| Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.
 
|  
 
|  
 
|-
 
|-
| <div id="Req149">Req149</div>
+
| <div id="Req536">Req536</div>
| FINISH ITEM DAMAGE
+
| MAP BOULDER
 
| (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.
+
| Should be able to pull up a stone object from boulder tiles.
 
|  
 
|  
 
|-
 
|-
| <div id="Req150">Req150</div>
+
| <div id="Req537">Req537</div>
| SAFE-CAGING ISSUES
+
| MASTER RECORD KEEPER
| Completed
+
| (Future)
| Possible problem with caging dangerous animals.
+
| Record keepers gain skill too quickly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req151">Req151</div>
+
| <div id="Req538">Req538</div>
| LEGENDS SCREEN
+
| MORE VEGETATION CONTROL
| Completed
+
| (Future)
|  
+
| Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
 
|  
 
|  
 
|-
 
|-
| <div id="Req152">Req152</div>
+
| <div id="Req539">Req539</div>
| GRAMMAR PROBLEMS
+
| UNDIGNIFIED DIGGING
 
| (Future)
 
| (Future)
| There are various grammar problems.
+
| Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req153">Req153</div>
+
| <div id="Req540">Req540</div>
| LINE DRAWING
+
| FULL REACTION CLASSES
| Completed
+
| (Future)
| Basic problem with how line code treats adjacent squares.
+
| Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
 
|  
 
|  
 
|-
 
|-
| <div id="Req154">Req154</div>
+
| <div id="Req541">Req541</div>
| PROBLEM WITH SECONDARY SCROLLING
+
| WATERPROOF AXLES
| Completed
+
| (Future)
|  
+
| Somebody wanted to stick an axle through a wall without it leaking everywhere.
 
|  
 
|  
 
|-
 
|-
| <div id="Req155">Req155</div>
+
| <div id="Req542">Req542</div>
| NO RECORD
+
| NOBLE QUEUE ISSUES
| Completed
+
| (Future)
|  
+
| The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
 
|  
 
|  
 
|-
 
|-
| <div id="Req156">Req156</div>
+
| <div id="Req543">Req543</div>
| PROJECTILE UNIT KILL CAUSES
+
| MEETING/CONVERSATION/GAME/PARTY LINKS
 
| (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.
+
| Many social activities in the game should be further organized and consolidated.
 
|  
 
|  
 
|-
 
|-
| <div id="Req157">Req157</div>
+
| <div id="Req544">Req544</div>
| PROBLEM WITH DISTANCE CALCULATION
+
| WORK ANIMAL ASSIGNMENT
| Completed
+
| (Future)
|  
+
| There are various issues with work animal assignment. It needs to be updated.
 
|  
 
|  
 
|-
 
|-
| <div id="Req158">Req158</div>
+
| <div id="Req545">Req545</div>
| THEFT WEIGHT LIMITS
+
| LAZY COMMANDERS
 
| (Future)
 
| (Future)
| Fix up theft weight limits. They are currently arbitrary.
+
| In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
 
|  
 
|  
 
|-
 
|-
| <div id="Req159">Req159</div>
+
| <div id="Req546">Req546</div>
| ANIMAL MISCHIEF BROKEN
+
| MORE FARM FAILURE INFORMATION
| Completed
+
| (Future)
|  
+
| Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.
 
|  
 
|  
 
|-
 
|-
| <div id="Req160">Req160</div>
+
| <div id="Req547">Req547</div>
| INVENTORY PROBLEMS
+
| AUTOSAVE NAME CONFUSION
| Completed
+
| (Future)
|  
+
| Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
 
|  
 
|  
 
|-
 
|-
| <div id="Req161">Req161</div>
+
| <div id="Req548">Req548</div>
| LEADER TITLES
+
| IN-GAME INIT OPTION ACCESS
 
| (Future)
 
| (Future)
| Civilization leaders need proper titles.
+
| You should be able to change any reasonable init option within the game (flows as numbers, etc.).
 
|  
 
|  
 
|-
 
|-
| <div id="Req162">Req162</div>
+
| <div id="Req549">Req549</div>
| ENTITY RECIPES
+
| PERSONALITY VS. PROFESSION
 
| (Future)
 
| (Future)
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.
+
| Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.
| [[#Req129|Req129]]
 
|-
 
| <div id="Req163">Req163</div>
 
| NEMESIS SAVE BUG
 
| Completed
 
|
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req164">Req164</div>
+
| <div id="Req550">Req550</div>
| ITEM DAMAGE ISSUES
+
| CEILING INFORMATION
 
| (Future)
 
| (Future)
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
+
| You should be given at least some information about the ceiling above a tile in certain circumstances.
 
|  
 
|  
 
|-
 
|-
| <div id="Req165">Req165</div>
+
| <div id="Req551">Req551</div>
| REFINE POISONING
+
| LOADED AREA IN OCEAN
 
| (Future)
 
| (Future)
| Refine unit contamination amounts and levels.
+
| It keeps track of too many Z levels when you swim deep out into the ocean.
 
|  
 
|  
 
|-
 
|-
| <div id="Req166">Req166</div>
+
| <div id="Req552">Req552</div>
| REFINE WAGON AI
+
| STUCK AND CAN'T DIG
| Completed
+
| (Future)
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
+
| Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
 
|  
 
|  
 
|-
 
|-
| <div id="Req167">Req167</div>
+
| <div id="Req553">Req553</div>
| NO RECORD
+
| FLOWS VERSUS TREES
| Completed
+
| (Future)
|  
+
| Water and magma should be able to flow passed (and burn for magma) trees.
 
|  
 
|  
 
|-
 
|-
| <div id="Req168">Req168</div>
+
| <div id="Req554">Req554</div>
| ADVENTURER RIDERS
+
| WALLS VERSUS MAGMA
 
| (Future)
 
| (Future)
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
+
| Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
 
|  
 
|  
 
|-
 
|-
| <div id="Req169">Req169</div>
+
| <div id="Req555">Req555</div>
| RAMP USAGE
+
| MORE EFFECTIVE TRADE AGREEMENTS
| Completed
+
| (Future)
|  
+
| Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
 
|  
 
|  
 
|-
 
|-
| <div id="Req170">Req170</div>
+
| <div id="Req556">Req556</div>
| PROBLEM WITH ANIMAL TRAINING AND 3D
+
| SAVING SOUND OPTIONS
| Completed
+
| (Future)
|  
+
| You should be able to save sound options back to the init file from the sound options menu.
 
|  
 
|  
 
|-
 
|-
| <div id="Req171">Req171</div>
+
| <div id="Req557">Req557</div>
| TARGETING AND MOVEMENT ISSUES
+
| FROZEN RIVER SOURCES
 
| (Future)
 
| (Future)
| Some adventure mode melee targeting and movement code issues.
+
| River source squares that are just going to stack water on ice squares shouldn't make water.
 
|  
 
|  
 
|-
 
|-
| <div id="Req172">Req172</div>
+
| <div id="Req558">Req558</div>
| PROBLEM WITH MULTIPLE HUMAN CIVS
+
| MORE INFORMATION ABOUT ITEMS IN USE
 
| (Future)
 
| (Future)
| It only checks one human civ per season, so some of the update code can work too slowly.
+
| Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req173">Req173</div>
+
| <div id="Req559">Req559</div>
| CULLING
+
| POST-EMBARK LOAD INDICATOR
 
| (Future)
 
| (Future)
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.
+
| After getting through the final embark screen, it can leave you hanging for quite a while.
 
|  
 
|  
 
|-
 
|-
| <div id="Req174">Req174</div>
+
| <div id="Req560">Req560</div>
| REASON FOR OFFERING
+
| WORKSHOP PROFILE CHANGE
 
| (Future)
 
| (Future)
| There's no point of offering goods to your own king right now.
+
| When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
 
|  
 
|  
 
|-
 
|-
| <div id="Req175">Req175</div>
+
| <div id="Req561">Req561</div>
| TRADE OPTIMIZATION
+
| LOCAL WILDERNESS POPULATION REPLENISHMENT
 
| (Future)
 
| (Future)
| Improve trading code.
+
| Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
 
|  
 
|  
 
|-
 
|-
| <div id="Req176">Req176</div>
+
| <div id="Req562">Req562</div>
| PET TRADE PROBLEM
+
| ROOMS FOR APPOINTEES
| Completed
+
| (Future)
|  
+
| Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
 
|  
 
|  
 
|-
 
|-
| <div id="Req177">Req177</div>
+
| <div id="Req563">Req563</div>
| KING ENTOURAGE
+
| CONSORT POSITION
 
| (Future)
 
| (Future)
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
+
| Need to handle the position of consorts in the case that their spouses die.
 
|  
 
|  
 
|-
 
|-
| <div id="Req178">Req178</div>
+
| <div id="Req564">Req564</div>
| NO RECORD
+
| MORE CUSTOMIZATION FOR UNITS
| Completed
+
| (Future)
|  
+
| You can set their type names, but being able to set colors or custom tiles should also be possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Req179">Req179</div>
+
| <div id="Req565">Req565</div>
| SMALL PET INVENTORY DESCRIPTIONS
+
| CAGE CLEANING
 
| (Future)
 
| (Future)
| Pet-in-inventory descriptions need to respect the body of the holder.
+
| You need to be able to free cages of all the various filth that collects there.
 
|  
 
|  
 
|-
 
|-
| <div id="Req180">Req180</div>
+
| <div id="Req566">Req566</div>
| ENGRAVING LOOK PROBLEMS
+
| SKY AND ICE
 
| (Future)
 
| (Future)
| You can see engraving descriptions even if you are off of the facing level.
+
| Need to make ice and sky look different, since there are conflicts at night.
 
|  
 
|  
 
|-
 
|-
| <div id="Req181">Req181</div>
+
| <div id="Req567">Req567</div>
| MOUNT PROJECTILE ISSUES
+
| SMOOTHING AND ENGRAVING SKILLS
 
| (Future)
 
| (Future)
| There are potential problems with riders when mount becomes projectile.
+
| They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
 
|  
 
|  
 
|-
 
|-
| <div id="Req182">Req182</div>
+
| <div id="Req568">Req568</div>
| BUILDING PLACEMENT INTERFACE
+
| LIMB BLOOD DROPPING
| Completed
+
| (Future)
| Need to explain why red X appears.
+
| Bloody limbs that fly up in the air don't drop blood.
 
|  
 
|  
 
|-
 
|-
| <div id="Req183">Req183</div>
+
| <div id="Req569">Req569</div>
| LOOK/SHOOT INTERFACE
+
| BETTER TERRAIN ESCAPE
 
| (Future)
 
| (Future)
| Improve look interface code a bit. Let you choose targets in shoot/throw.
+
| There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
 
|  
 
|  
 
|-
 
|-
| <div id="Req184">Req184</div>
+
| <div id="Req570">Req570</div>
| FLOORS IN LOOK SENTENCES
+
| VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT
| Completed
+
| (Future)
| In the look sentence in adventure mode, it could include information about the floor type.
+
| It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
 
|  
 
|  
 
|-
 
|-
| <div id="Req185">Req185</div>
+
| <div id="Req571">Req571</div>
| NO RECORD
+
| STANDING IS GOOD
 
| Completed
 
| Completed
|  
+
| If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
 
|  
 
|  
 
|-
 
|-
| <div id="Req186">Req186</div>
+
| <div id="Req572">Req572</div>
| PROPER CIV NEIGHBORS
+
| PLEASE FORM A LINE
 
| (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.
+
| Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req187">Req187</div>
+
| <div id="Req573">Req573</div>
| SEVER EFFECTS
+
| BOOZE THE WOUNDED
| Completed
+
| (Future)
| 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.
+
| Wounded dwarves should be brought booze in the absence of or even instead of water.
 
|  
 
|  
 
|-
 
|-
| <div id="Req188">Req188</div>
+
| <div id="Req574">Req574</div>
| SPEED REFINEMENT
+
| BUILDING MECHANISM LOSS
 
| (Future)
 
| (Future)
| Differentiate attack and move speed. This has many ramifications and associated difficulties.
+
| Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
 
|  
 
|  
 
|-
 
|-
| <div id="Req189">Req189</div>
+
| <div id="Req575">Req575</div>
| ARCHER ARMOR START SKILLS
+
| UNDERWATER PROJECTILES
 
| (Future)
 
| (Future)
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
+
| Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
 
|  
 
|  
 
|-
 
|-
| <div id="Req190">Req190</div>
+
| <div id="Req576">Req576</div>
| CREATURE KNOWLEDGE
+
| WANDERING FEATURE POPULATIONS
 
| (Future)
 
| (Future)
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
+
| Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req191">Req191</div>
+
| <div id="Req577">Req577</div>
| TREE PREFERENCES
+
| AMMO PRICES
 
| (Future)
 
| (Future)
| Tree preferences are fairly arbitrary right now.
+
| All prices have problems, but improved ammo is especially ridiculous.
 
|  
 
|  
 
|-
 
|-
| <div id="Req192">Req192</div>
+
| <div id="Req578">Req578</div>
| TRANCE BONUSES
+
| SAME SQUARE DRINKING
 
| (Future)
 
| (Future)
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
+
| If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
 
|  
 
|  
 
|-
 
|-
| <div id="Req193">Req193</div>
+
| <div id="Req579">Req579</div>
| CHANGE ITEM ACQUISITION
+
| CAGE TRAP CONTROLS
 
| (Future)
 
| (Future)
| When people choose inventory items they like, they don't consider dropping what they are already wearing.
+
| Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
 
|  
 
|  
 
|-
 
|-
| <div id="Req194">Req194</div>
+
| <div id="Req580">Req580</div>
| STARTING BELT OBJECTS
+
| FLUID TEMPERATURE TRANSFER
 
| (Future)
 
| (Future)
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
+
| It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
 
|  
 
|  
 
|-
 
|-
| <div id="Req195">Req195</div>
+
| <div id="Req581">Req581</div>
| ITEM MATERIAL PROBLEM
+
| CONTAMINANTS WITH CONTAMINANTS
| Completed
+
| (Future)
|  
+
| It needs to track whether you are covered with salt/filthy water for example.
 
|  
 
|  
 
|-
 
|-
| <div id="Req196">Req196</div>
+
| <div id="Req582">Req582</div>
| DRINK APPRECIATION PROBLEM
+
| UPWARD DIAGONAL MOVEMENT RATES
 
| (Future)
 
| (Future)
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
+
| It only applies a speed modifier to horizontal diagonal movement.
 
|  
 
|  
 
|-
 
|-
| <div id="Req197">Req197</div>
+
| <div id="Req583">Req583</div>
| BUTCHERY OPTIMIZATION
+
| REWALLING IN WATER
 
| (Future)
 
| (Future)
| The butchery code can be consolidated with some other sections of the program.
+
| You should be able to drop some simple constructions down into the water, as long as it's reasonable.
 
|  
 
|  
 
|-
 
|-
| <div id="Req198">Req198</div>
+
| <div id="Req584">Req584</div>
| KO VOMIT CHOKE
+
| MORE CONTROL OVER ROOMS
 
| (Future)
 
| (Future)
| If you are knocked out, you should choke if you vomit sometimes.
+
| You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
 
|  
 
|  
 
|-
 
|-
| <div id="Req199">Req199</div>
+
| <div id="Req585">Req585</div>
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION
+
| SNOWY WORLD GEN MAP
 
| (Future)
 
| (Future)
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
+
| The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
 
|  
 
|  
 
|-
 
|-
| <div id="Req200">Req200</div>
+
| <div id="Req586">Req586</div>
| ARCHER ISSUES
+
| FORMER ENTITY MEMBER STATUS
 
| (Future)
 
| (Future)
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
+
| Former entity members need to have that status tracked more explicitly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req201">Req201</div>
+
| <div id="Req587">Req587</div>
| POTENTIAL PROJECTILE PROBLEM
+
| SUCCESSION
 
| (Future)
 
| (Future)
| No symptoms, just a code-check.
+
| New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
 
|  
 
|  
 
|-
 
|-
| <div id="Req202">Req202</div>
+
| <div id="Req588">Req588</div>
| DRESS/ROBE PROBLEM
+
| ADVENTURE MODE TOWN BED USE
| Completed
 
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
 
|
 
|-
 
| <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.
+
| Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req204">Req204</div>
+
| <div id="Req589">Req589</div>
| MID-TRADE GAME ENDINGS
+
| CONSORT HANDLING
 
| (Future)
 
| (Future)
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
+
| There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.
 
|  
 
|  
|-
+
|}
| <div id="Req205">Req205</div>
+
 
| NO RECORD
+
=Bloats=
 +
 
 +
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.
 +
 
 +
{| class="wikitable" valign="top"
 +
|- style="background:#EFEFEF"
 +
! style="width:10%"| Bloat-item
 +
! style="width:15%"| Name
 +
! style="width:10%"| Status
 +
! style="width:50%"| Description
 +
! style="width:15%"| Requirements
 +
|-
 +
| <div id="Bloat1">Bloat1</div>
 +
| ITEM GLOSSES
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req206">Req206</div>
+
| <div id="Bloat2">Bloat2</div>
| ITEM WRESTLING
+
| MORE ITEM IMPROVEMENTS
 
| (Future)
 
| (Future)
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
+
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req207">Req207</div>
+
| <div id="Bloat3">Bloat3</div>
| CONSOLIDATE MISS ANNOUNCEMENTS
+
| PLAY
 
| (Future)
 
| (Future)
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.
+
| Kids should want toys and play with them, adults can use puzzle boxes.
 
|  
 
|  
 
|-
 
|-
| <div id="Req208">Req208</div>
+
| <div id="Bloat4">Bloat4</div>
| DEAL WITH POTASH VS ASH
+
| HIDDEN FUN STUFF
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req209">Req209</div>
+
| <div id="Bloat5">Bloat5</div>
| ENTITY DEF ITEM TYPES
+
| BURROWS
 
| Completed
 
| Completed
|  
+
| (Upgraded) Moved this to a core item.
 
|  
 
|  
 
|-
 
|-
| <div id="Req210">Req210</div>
+
| <div id="Bloat6">Bloat6</div>
| GROUP SKILLS IN STARTUP
+
| BAR COUNTING
| Completed
+
| (Future)
|  
+
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req211">Req211</div>
+
| <div id="Bloat7">Bloat7</div>
| TOMB STORAGE AND ACCESSIBILITY
+
| RENTAL UNITS
 
| (Future)
 
| (Future)
| Problem storing inaccessible body in tomb. The job was repeatedly created.
+
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
 
|  
 
|  
 
|-
 
|-
| <div id="Req212">Req212</div>
+
| <div id="Bloat8">Bloat8</div>
| RE-EVALUATE HAUL LOCATIONS
+
| RENT SETTING
| Completed
+
| (Future)
| 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.
+
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
 
|  
 
|  
 
|-
 
|-
| <div id="Req213">Req213</div>
+
| <div id="Bloat9">Bloat9</div>
| BABY SEARCHER PROBLEM
+
| NOBLE RENT TWEAKS
| Completed
+
| (Future)
| Thirsty mothers cannot seek lost babies effectively.
+
| Nobles tweaking the rent of places they like so as to obtain them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req214">Req214</div>
+
| <div id="Bloat10">Bloat10</div>
| START SCENARIOS
+
| WHEELBARROWS
 
| (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.
+
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
 
|  
 
|  
 
|-
 
|-
| <div id="Req215">Req215</div>
+
| <div id="Bloat11">Bloat11</div>
| NEMESIS SAVE BUG
+
| FOOD HOARDERS BEWARE
| Completed
+
| (Future)
|  
+
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
 
|  
 
|  
 
|-
 
|-
| <div id="Req216">Req216</div>
+
| <div id="Bloat12">Bloat12</div>
| SOME DISPLAY RATE ISSUES
+
| VERMIN TROUBLE
| Completed
+
| (Future)
|  
+
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
 
|  
 
|  
 
|-
 
|-
| <div id="Req217">Req217</div>
+
| <div id="Bloat13">Bloat13</div>
| BUILDING CONSTRUCTION PROBLEM
+
| HUNTING THE SMALL
 
| (Future)
 
| (Future)
| Suspend building constructions if item blocking the build site are unreachable.
+
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
 
|  
 
|  
 
|-
 
|-
| <div id="Req218">Req218</div>
+
| <div id="Bloat14">Bloat14</div>
| MERCHANT ANNOUNCEMENTS
+
| HUNTER AI
 
| (Future)
 
| (Future)
| Notification when merchants are done unloading.
+
| Be smarter about returning kills when interrupted.
 
|  
 
|  
 
|-
 
|-
| <div id="Req219">Req219</div>
+
| <div id="Bloat15">Bloat15</div>
| VERMIN PROBLEM
+
| FILTHY COMBAT EXTENSIONS
 
| (Future)
 
| (Future)
| Possibly issue when cleaning vermin references.
+
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
 
|  
 
|  
 
|-
 
|-
| <div id="Req220">Req220</div>
+
| <div id="Bloat16">Bloat16</div>
| MULTIPLE DEPOTS
+
| ADVENTURING IN DWARF MODE
| (Future)
+
| Completed
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
+
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
 
|  
 
|  
 
|-
 
|-
| <div id="Req221">Req221</div>
+
| <div id="Bloat17">Bloat17</div>
| HISTORY GENERATION
+
| UNDERWATER DUNGEONS
| Completed
+
| (Future)
| 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.
+
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
 
|  
 
|  
 
|-
 
|-
| <div id="Req222">Req222</div>
+
| <div id="Bloat18">Bloat18</div>
| SAVE COIN BATCHES GLOBALLY
+
| VERMIN AND DISEASE
| Completed
+
| (Future)
|  
+
| Link vermin to plagues.
 
|  
 
|  
 
|-
 
|-
| <div id="Req223">Req223</div>
+
| <div id="Bloat19">Bloat19</div>
| SET RACE MAKER PROPERLY ON ITEMS
+
| FLUID WORKSHOPS
| Completed
+
| (Future)
|  
+
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
 
|  
 
|  
 
|-
 
|-
| <div id="Req224">Req224</div>
+
| <div id="Bloat20">Bloat20</div>
| PARRYING AND ITEMS
+
| TRAP CONVERSION ISSUES
 
| (Future)
 
| (Future)
| Refine parrying chances, based on item type.
+
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
 
|  
 
|  
 
|-
 
|-
| <div id="Req225">Req225</div>
+
| <div id="Bloat21">Bloat21</div>
| BUILD PATH VIOLATION
+
| VARIOUS GHOST IDEAS
| Completed
+
| (Future)
|  
+
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
 
|  
 
|  
 
|-
 
|-
| <div id="Req226">Req226</div>
+
| <div id="Bloat22">Bloat22</div>
| BUILDING ADMIRATION BUG
+
| ART HISTORY
 
| (Future)
 
| (Future)
| A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
+
| Comments on art work, over different periods in the artist's career.
 
|  
 
|  
 
|-
 
|-
| <div id="Req227">Req227</div>
+
| <div id="Bloat23">Bloat23</div>
| PEAKS AND VOLCANOS
+
| END GAME EXPANSION
| Completed
+
| (Future)
| 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.
+
| Extend adventure opportunities in end game caverns.
 
|  
 
|  
 
|-
 
|-
| <div id="Req228">Req228</div>
+
| <div id="Bloat24">Bloat24</div>
| ALLOW MULTIPLE SITES IN A SQUARE
+
| ADVENTURE MODE TWEAK
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req229">Req229</div>
+
| <div id="Bloat25">Bloat25</div>
| PROBLEM WITH SUBREGION TYPING
+
| ELVEN FOREST RETREAT
| Completed
+
| (Future)
|  
+
| Control elf forest retreat. They could be on break all the time.
 
|  
 
|  
 
|-
 
|-
| <div id="Req230">Req230</div>
+
| <div id="Bloat26">Bloat26</div>
| AIMED SHOTS AND BODYPART SIZES
+
| SIDE STORIES
 
| (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.
+
| Little scenarios and side stories added to caves to make them more interesting.
 
|  
 
|  
 
|-
 
|-
| <div id="Req231">Req231</div>
+
| <div id="Bloat27">Bloat27</div>
| NO RECORD
+
| ABSTRACT KNOWLEDGE SYSTEM
| Completed
+
| (Future)
|  
+
| Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
 
|  
 
|  
 
|-
 
|-
| <div id="Req232">Req232</div>
+
| <div id="Bloat28">Bloat28</div>
| CAVE RIVER ENTITIES
+
| GATES
 
| (Future)
 
| (Future)
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
+
| Sizeable giant gates that can be opened and closed remotely.
 
|  
 
|  
 
|-
 
|-
| <div id="Req233">Req233</div>
+
| <div id="Bloat29">Bloat29</div>
| ISSUES WITH ITEM SHARING
+
| MECHANISMS OUTDOORS
| Completed
+
| (Future)
| There are some potential problems with shared items that need to be addressed.
+
| Allow some of the traps to be placed outside.
 
|  
 
|  
 
|-
 
|-
| <div id="Req234">Req234</div>
+
| <div id="Bloat30">Bloat30</div>
| MULTIGRASP WEAPON PROBLEM
+
| AUTOMATE KITCHEN
 
| (Future)
 
| (Future)
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
+
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
 
|  
 
|  
 
|-
 
|-
| <div id="Req235">Req235</div>
+
| <div id="Bloat31">Bloat31</div>
| ENTITY ARMOR ISSUES
+
| ABUSING DIPLOMATS AND MERCHANTS
| Completed
+
| (Future)
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
+
| Various ways to assassinate diplomats and cause trouble.
 
|  
 
|  
 
|-
 
|-
| <div id="Req236">Req236</div>
+
| <div id="Bloat32">Bloat32</div>
| ADVENTURE MODE BUILDING INTERACTIONS
+
| WORKSHOP ASSIGNMENT
 
| (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.
+
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
 
|  
 
|  
 
|-
 
|-
| <div id="Req237">Req237</div>
+
| <div id="Bloat33">Bloat33</div>
| ASKING ABOUT SURROUNDINGS
+
| EYE GLASSES
| Completed
+
| (Future)
 +
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat34">Bloat34</div>
 +
| MIRRORS
 +
| (Future)
 +
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
 
|  
 
|  
 
|-
 
|-
| <div id="Req238">Req238</div>
+
| <div id="Bloat35">Bloat35</div>
| IMPROVE SMELTING
+
| PROSTHETIC LIMBS
| Completed
+
| (Future)
|  
+
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req239">Req239</div>
+
| <div id="Bloat36">Bloat36</div>
| REMOVE STRANGE NOBLE REQUESTS
+
| DICE AND PLAYING CARDS
| Completed
+
| (Future)
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req240">Req240</div>
+
| <div id="Bloat37">Bloat37</div>
| HAVE CONTENTS CHECKED FOR BAD TRADES
+
| COSTUMES
| Completed
+
| (Future)
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req241">Req241</div>
+
| <div id="Bloat38">Bloat38</div>
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS
+
| MASKS
| Completed
+
| (Future)
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req242">Req242</div>
+
| <div id="Bloat39">Bloat39</div>
| HIDE TRAPS FROM ADVENTURER
+
| CLOCKS
| Completed
+
| (Future)
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req243">Req243</div>
+
| <div id="Bloat40">Bloat40</div>
| PROBLEM WITH GRAB-TEARS
+
| BETTER BEDS
| Completed
+
| (Future)
 +
| Can extend the list of available materials, add blankets, pillows, etc.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat41">Bloat41</div>
 +
| MECHANICAL TOYS
 +
| (Future)
 +
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
 
|  
 
|  
 
|-
 
|-
| <div id="Req244">Req244</div>
+
| <div id="Bloat42">Bloat42</div>
| PLACE CREATURES IN LARGE COMPONENTS
+
| AUTOMATONS
| Completed
+
| (Future)
 +
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat43">Bloat43</div>
 +
| THINGS TO SMOKE
 +
| (Future)
 +
| Things to smoke, pipes, smoke circle events and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req245">Req245</div>
+
| <div id="Bloat44">Bloat44</div>
| PROBLEM WITH FULLSCREEN FONTS
+
| RESCUE OPERATIONS
| Completed
+
| (Future)
|  
+
| Rescuing kidnap victims using baron-level patrols or adventurers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req246">Req246</div>
+
| <div id="Bloat45">Bloat45</div>
| FINISH USING ENTITY ITEMS
+
| FLASKS
| Completed
+
| (Future)
|  
+
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
 
|  
 
|  
 
|-
 
|-
| <div id="Req247">Req247</div>
+
| <div id="Bloat46">Bloat46</div>
| IMPROVE END GAME
+
| PROPER PREGNANCY
| Completed
+
| (Future)
|  
+
| Currently creatures become pregnant from a distance, although it does do a gender check at least.
 
|  
 
|  
 
|-
 
|-
| <div id="Req248">Req248</div>
+
| <div id="Bloat47">Bloat47</div>
| IMPROVED CAVE POPULATIONS
+
| POND FISHING
 +
| (Future)
 +
| Cats should fish things out of your ponds.
 +
|
 +
|-
 +
| <div id="Bloat48">Bloat48</div>
 +
| PERSONALITIES
 
| Completed
 
| Completed
|  
+
| Dwarves should be further individualized with the potential to affect most aspects of the game.
 
|  
 
|  
 
|-
 
|-
| <div id="Req249">Req249</div>
+
| <div id="Bloat49">Bloat49</div>
| ADVENTURE STORE RESTOCKING
+
| ARTIFACT GROUPS
 
| (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.
+
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
| [[#Core3|Core3]]
 
|-
 
| <div id="Req250">Req250</div>
 
| DEAL WITH HIRING RETIREES
 
| Completed
 
|
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req251">Req251</div>
+
| <div id="Bloat50">Bloat50</div>
| PATH BLOCK MESSAGES
+
| RESTRICT ANIMAL TRAINING
| Completed
+
| (Future)
| On a hunt job, path block message was issued repeatedly.
+
| Decrease the effective age range for training animals.
 
|  
 
|  
 
|-
 
|-
| <div id="Req252">Req252</div>
+
| <div id="Bloat51">Bloat51</div>
| USE BARRACKS BEDS
+
| FAMILY TREE INTERFACE
 
| (Future)
 
| (Future)
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
+
| Ability to view family trees. Show marriages, pets, parents of pets, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req253">Req253</div>
+
| <div id="Bloat52">Bloat52</div>
| JUSTICE MANDATE NUMBERS
+
| INTERFACE MOVEMENT
 
| (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.
+
| More ways in the interface to get between different unit/building/item views.
 
|  
 
|  
 
|-
 
|-
| <div id="Req254">Req254</div>
+
| <div id="Bloat53">Bloat53</div>
| ASSIGN WEAPON PREFS FROM MIL SCREEN
+
| MANDATE TEXT
| Completed
+
| (Future)
|  
+
| Add some flavor text to noble mandates, including punishment descriptions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req255">Req255</div>
+
| <div id="Bloat54">Bloat54</div>
| IMPROVE SQUAD SELECTION
+
| BUILDING JOB PRIORITIES
| Completed
 
|
 
|
 
|-
 
| <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.
+
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
 
|  
 
|  
 
|-
 
|-
| <div id="Req257">Req257</div>
+
| <div id="Bloat55">Bloat55</div>
| TYPES OF EATERS
+
| SULLIES
| (Future)
+
| Completed
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
+
| Blood contaminants on units and items from fights and walking through pools, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req258">Req258</div>
+
| <div id="Bloat56">Bloat56</div>
| STRANGE MOOD HELP
+
| EXTEND FELL MOOD
 
| (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.
+
| Extend fell mood to encompass other victims.
 
|  
 
|  
 
|-
 
|-
| <div id="Req259">Req259</div>
+
| <div id="Bloat57">Bloat57</div>
| PROBLEM WITH SLAYER NAMES
+
| LAVA FURNACES
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req260">Req260</div>
+
| <div id="Bloat58">Bloat58</div>
| DEGREES OF BARTERING
+
| MORE LIVESTOCK
 
| (Future)
 
| (Future)
| Merchants need to tell you the extent to which your offer failed.
+
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
 
|  
 
|  
 
|-
 
|-
| <div id="Req261">Req261</div>
+
| <div id="Bloat59">Bloat59</div>
| BARTER CONTAINER PROBLEMS
+
| MORE HAULING
 
| (Future)
 
| (Future)
| In adventure mode, container contents mess up bartering in a number of ways.
+
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
 
|  
 
|  
 
|-
 
|-
| <div id="Req262">Req262</div>
+
| <div id="Bloat60">Bloat60</div>
| PROBLEMS WITH WATER
+
| KITCHEN STORAGE
| Completed
+
| (Future)
| Water currently rots and should be value zero.
+
| Allow kitchen to store some barrels, although not sure about this.
 
|  
 
|  
 
|-
 
|-
| <div id="Req263">Req263</div>
+
| <div id="Bloat61">Bloat61</div>
| INAPPROPRIATE CONTAINERS
+
| HIDDEN MACABRE FUN STUFF
 
| (Future)
 
| (Future)
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
 
|
 
|-
 
| <div id="Req264">Req264</div>
 
| STOP SPEAKING TO UNINTELLIGENT CREATURES
 
| Completed
 
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req265">Req265</div>
+
| <div id="Bloat62">Bloat62</div>
| RETIREMENT ISSUES
+
| WORKSHOP GUILD ASSOCIATIONS
 
| (Future)
 
| (Future)
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.
+
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.
 
|  
 
|  
 
|-
 
|-
| <div id="Req266">Req266</div>
+
| <div id="Bloat63">Bloat63</div>
| SITE LOOTING
+
| COAL BYPRODUCTS
 
| (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.
+
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
 
|  
 
|  
 
|-
 
|-
| <div id="Req267">Req267</div>
+
| <div id="Bloat64">Bloat64</div>
| PERSISTENCE OF CORPSE ASSOCIATIONS
+
| PROPER GEM ENVIRONMENTS
 
| Completed
 
| Completed
|  
+
| Link gem types with proper substrates as much as possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Req268">Req268</div>
+
| <div id="Bloat65">Bloat65</div>
| ADVENTURE MODE TWEAK
+
| ROCK APPEARANCE
 
| Completed
 
| Completed
|  
+
| Make sandstone look better, can extend rock types in general.
 
|  
 
|  
 
|-
 
|-
| <div id="Req269">Req269</div>
+
| <div id="Bloat66">Bloat66</div>
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN
+
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req270">Req270</div>
+
| <div id="Bloat67">Bloat67</div>
| AUTOSAVE
+
| PET AGE INTERFACE
| Completed
+
| (Future)
| 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.
+
| Mention pet age in their names or have profiles for them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req271">Req271</div>
+
| <div id="Bloat68">Bloat68</div>
| SAND ISSUES
+
| SCARY EVIL ARMIES
| Completed
+
| (Future)
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
+
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
 
|  
 
|  
 
|-
 
|-
| <div id="Req272">Req272</div>
+
| <div id="Bloat69">Bloat69</div>
| CLARIFY COIN QUOTAS
+
| MORE END GAME
| Completed
+
| (Future)
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
+
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
 
|  
 
|  
 
|-
 
|-
| <div id="Req273">Req273</div>
+
| <div id="Bloat70">Bloat70</div>
| STATE OF EMERGENCY
+
| ROOM ASSIGNMENT INTERFACE
 
| (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.
+
| Ability to assign rooms from the unit screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req274">Req274</div>
+
| <div id="Bloat71">Bloat71</div>
| ABORTING WORLD GENERATION
+
| MORE UNIT TYPES
 
| Completed
 
| Completed
| Ability to leave history generation in the middle.
+
| Add some more distinctions to dwarf unit types.
 +
|
 +
|-
 +
| <div id="Bloat72">Bloat72</div>
 +
| ELVEN DIPLOMACY
 +
| (Future)
 +
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req275">Req275</div>
+
| <div id="Bloat73">Bloat73</div>
| KIDNAPPING ISSUES
+
| MORE DIPLOMACY
| Completed
+
| (Future)
| Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
+
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
 
|  
 
|  
 
|-
 
|-
| <div id="Req276">Req276</div>
+
| <div id="Bloat74">Bloat74</div>
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS
+
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req277">Req277</div>
+
| <div id="Bloat75">Bloat75</div>
| STRANDED NEMESES
+
| MINOR PUNISHMENT
 
| (Future)
 
| (Future)
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
+
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
 
|  
 
|  
 
|-
 
|-
| <div id="Req278">Req278</div>
+
| <div id="Bloat76">Bloat76</div>
| COIN STACKS
+
| MONSTER FIGHTING SKILLS
| Completed
+
| (Future)
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
+
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
 
|  
 
|  
 
|-
 
|-
| <div id="Req279">Req279</div>
+
| <div id="Bloat77">Bloat77</div>
| MERCHANT COUNTER-OFFERS
+
| CLAY, MUD, ADOBE STUFF
| Completed
+
| (Future)
| 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.
+
| Can use the kiln, have glazes, etc. Bricks.
 
|  
 
|  
 
|-
 
|-
| <div id="Req280">Req280</div>
+
| <div id="Bloat78">Bloat78</div>
| STAIRWAY BLOCKAGE INFORMATION
+
| WAGE AND JOB MANDATES
| Completed
+
| (Future)
| Needs to tell you why stairways are blocked when you fail to move.
+
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
 
|  
 
|  
 
|-
 
|-
| <div id="Req281">Req281</div>
+
| <div id="Bloat79">Bloat79</div>
| RESPECT NEMESIS INVENTORIES
+
| BONUSES FOR GOOD JOB
| Completed
+
| (Future)
|  
+
| Bonus on top of regular wages for doing a good job. This is partially implemented.
 
|  
 
|  
 
|-
 
|-
| <div id="Req282">Req282</div>
+
| <div id="Bloat80">Bloat80</div>
| ERRONEOUS COMBAT MESSAGES
+
| POND WATER USE
 
| Completed
 
| Completed
|  
+
| Drink out of ponds if no wells or rivers accessible.
 
|  
 
|  
 
|-
 
|-
| <div id="Req283">Req283</div>
+
| <div id="Bloat81">Bloat81</div>
| CHANGED SOME END GAME PARAMETERS
+
| VISIBLE SWIMMERS
 
| Completed
 
| Completed
|  
+
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
 
|  
 
|  
 
|-
 
|-
| <div id="Req284">Req284</div>
+
| <div id="Bloat82">Bloat82</div>
| CONTAINER PLACEMENT
+
| EXTEND RANSACKING
 
| (Future)
 
| (Future)
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
+
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
 
|  
 
|  
 
|-
 
|-
| <div id="Req285">Req285</div>
+
| <div id="Bloat83">Bloat83</div>
| OLD BLOODY WALLS
+
| PORTERS
 
| (Future)
 
| (Future)
| Need to handle bloody river walls in dwarf mode.
+
| Nobles can have other people store their possessions, possibly for a wage.
 
|  
 
|  
 
|-
 
|-
| <div id="Req286">Req286</div>
+
| <div id="Bloat84">Bloat84</div>
| HUNTER SLEEP PREFS
+
| LEFT/RIGHT SPLIT
| (Future)
+
| Completed
| Make hunters sleep on the ground only while hunting.
+
| Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
 
|  
 
|  
 
|-
 
|-
| <div id="Req287">Req287</div>
+
| <div id="Bloat85">Bloat85</div>
| SPECIFIC MATERIAL USE
+
| MORE FOOD PREFS
 +
| (Future)
 +
| Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen.
 +
| [[#Req129|Req129]]
 +
|-
 +
| <div id="Bloat86">Bloat86</div>
 +
| UNIT DISTINCTIONS
 
| (Future)
 
| (Future)
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
+
| Distinguish thieves a bit based on quality as they gain skill.
 
|  
 
|  
 
|-
 
|-
| <div id="Req288">Req288</div>
+
| <div id="Bloat87">Bloat87</div>
| FLOODGATE PLACEMENT ISSUES
+
| PET ADMIRATION ISSUE
 
| (Future)
 
| (Future)
| It's very common for people to get blocked off by floodgates while placing them.
+
| Issue/optimization with being satisfied at seeing animals you like.
 
|  
 
|  
 
|-
 
|-
| <div id="Req289">Req289</div>
+
| <div id="Bloat88">Bloat88</div>
| MORE CLEANING
+
| MORE SLEEP DISTURBANCES
 
| (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.
+
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.
 
|  
 
|  
 
|-
 
|-
| <div id="Req290">Req290</div>
+
| <div id="Bloat89">Bloat89</div>
| WIELD ISSUES
+
| EXTREME MOOD MODIFICATION
 
| (Future)
 
| (Future)
| It can be confused about which object is wielded, and there are some issues about the primary hand.
+
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
 
|  
 
|  
 
|-
 
|-
| <div id="Req291">Req291</div>
+
| <div id="Bloat90">Bloat90</div>
| NOBLE DEATH
+
| MUTINY
 
| (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.
+
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
 
|  
 
|  
 
|-
 
|-
| <div id="Req292">Req292</div>
+
| <div id="Bloat91">Bloat91</div>
| NO RECORD
+
| HOUSE OF ANIMALS
| Completed
+
| (Future)
|  
+
| Advocacy from the house of animals noble.
 
|  
 
|  
 
|-
 
|-
| <div id="Req293">Req293</div>
+
| <div id="Bloat92">Bloat92</div>
| STORAGE OPTIMIZATION
+
| BETTER PARTIES
| Completed
+
| (Future)
| 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.
+
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req294">Req294</div>
+
| <div id="Bloat93">Bloat93</div>
| NO SILK ROPE SKILLS
+
| AMOROUS RELATIONSHIPS
| Completed
+
| (Future)
| Does clothesmaking skill go up when silk ropes are made?
+
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
 
|  
 
|  
 
|-
 
|-
| <div id="Req295">Req295</div>
+
| <div id="Bloat94">Bloat94</div>
| DROWNING ISSUES
+
| INSTRUMENT USE
| Completed
+
| (Future)
| Although drowning is generally harsh, there was a case of people just swimming around in the river.
+
| Instrument use at parties.
 
|  
 
|  
 
|-
 
|-
| <div id="Req296">Req296</div>
+
| <div id="Bloat95">Bloat95</div>
| INDOOR PLANT DEATH
+
| GRUDGES
| Completed
+
| (Future)
| Some indoor bushes would die and disappear quickly.
+
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
 
|  
 
|  
 
|-
 
|-
| <div id="Req297">Req297</div>
+
| <div id="Bloat96">Bloat96</div>
| INNER DEFENDERS
+
| WAGE ADJUSTMENT
| Completed
+
| (Future)
| The inside defenders need to occasionally go on forays or you can just pick them off at range.
+
| Bonuses for dangerous taming jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req298">Req298</div>
+
| <div id="Bloat97">Bloat97</div>
| SLIDING UNDER ENEMIES
+
| ETCHING
 
| (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.
+
| Etching on items. Could lead to magical runes type stuff.
 
|  
 
|  
 
|-
 
|-
| <div id="Req299">Req299</div>
+
| <div id="Bloat98">Bloat98</div>
| RIVER SITE UPDATE
+
| HIDDEN FUN STUFF
 
| Completed
 
| Completed
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
 
 
|  
 
|  
|-
 
| <div id="Req300">Req300</div>
 
| TREE DISPLAY PROBLEM
 
| (Future)
 
| Snow covered leafless deciduous trees aren't white.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req301">Req301</div>
+
| <div id="Bloat99">Bloat99</div>
| TRAP AVOIDANCE
+
| SELF-SERVICE HEALTHCARE
 
| (Future)
 
| (Future)
| Invaders shouldn't fall for traps if they've seen them used.
+
| Take charge of your own health if nobody comes to help after a while.
 
|  
 
|  
 
|-
 
|-
| <div id="Req302">Req302</div>
+
| <div id="Bloat100">Bloat100</div>
| ADVENTURER PROFESSIONS
+
| TECHNICAL SITE EXTENSIONS
 +
| Completed
 +
| Some issues with extending dwarf mode to other sites.
 +
|
 +
|-
 +
| <div id="Bloat101">Bloat101</div>
 +
| CAGE OPTIMIZATION
 
| (Future)
 
| (Future)
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.
+
| Optimize the caging routines.
 
|  
 
|  
 
|-
 
|-
| <div id="Req303">Req303</div>
+
| <div id="Bloat102">Bloat102</div>
| ENTITY ENEMY LEGEND
+
| AMMO FETCHING
 
| (Future)
 
| (Future)
| If you become a town's enemy, it needs a legend event for it.
+
| Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
 
|  
 
|  
 
|-
 
|-
| <div id="Req304">Req304</div>
+
| <div id="Bloat103">Bloat103</div>
| STRANGE FOOD OWNERSHIP
+
| THIEF AI
 
| (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.
+
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
 
|  
 
|  
 
|-
 
|-
| <div id="Req305">Req305</div>
+
| <div id="Bloat104">Bloat104</div>
| CHEAP BARRELS
+
| CHITIN PROCESSING
 
| (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.
+
| Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
 
|  
 
|  
 
|-
 
|-
| <div id="Req306">Req306</div>
+
| <div id="Bloat105">Bloat105</div>
| UNIT NAME ISSUE
+
| OSTRACISM AND SOCIAL STIGMA
 
| (Future)
 
| (Future)
| Technical problem with unit name display.
+
| Alienation of badly misbehaving dwarves.
 
|  
 
|  
 
|-
 
|-
| <div id="Req307">Req307</div>
+
| <div id="Bloat106">Bloat106</div>
| BLANK TANTRUM MESSAGE
+
| JUSTICE INTERFACE
| Completed
+
| (Future)
| "(blank) is destroyed by Aliz, craftsdwarf."
+
| Give more information on the justice screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req308">Req308</div>
+
| <div id="Bloat107">Bloat107</div>
| FARM FERTILIZER DISPLAY
+
| THIEF INFORMATION
| Completed
+
| (Future)
| Show fertilizer amount for farms where it has happened.
+
| Give more information about how much thieves have stolen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req309">Req309</div>
+
| <div id="Bloat108">Bloat108</div>
| CHANNEL/AQUEDUCT INTERACTIONS
+
| IMPROVE HISTORY SCREEN
| Completed
+
| (Future)
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.
 
 
|  
 
|  
|-
 
| <div id="Req310">Req310</div>
 
| ITEM NAME ISSUE
 
| Completed
 
| Technical problem with item name display.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req311">Req311</div>
+
| <div id="Bloat109">Bloat109</div>
| MELEE TRAINING ISSUE
+
| DRINK IMPROVEMENTS
| Completed
+
| (Future)
| Melee training seems to be deadly again.
+
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req312">Req312</div>
+
| <div id="Bloat110">Bloat110</div>
| DOUBLE IMPROVEMENTS
+
| CAVE-IN INJURIES
 
| (Future)
 
| (Future)
| Artifact was studded with gold and gold.
+
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
 
|  
 
|  
 
|-
 
|-
| <div id="Req313">Req313</div>
+
| <div id="Bloat111">Bloat111</div>
| ROAD BUILDING
+
| KNOWLEDGE OF TREES
 
| (Future)
 
| (Future)
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
+
| Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.
 
|  
 
|  
 
|-
 
|-
| <div id="Req314">Req314</div>
+
| <div id="Bloat112">Bloat112</div>
| LEGEND DISPLAY PROBLEM
+
| IMPROVE CALENDAR
 
| (Future)
 
| (Future)
| Long history names busted -- it should instead place it on two lines if possible.
+
| Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.
 
|  
 
|  
 
|-
 
|-
| <div id="Req315">Req315</div>
+
| <div id="Bloat113">Bloat113</div>
| REPEAT ATTACK BUTTON
+
| THEFT IMPROVEMENTS
 
| (Future)
 
| (Future)
| Repeat attack button, esp. for specific wrestling.
+
| Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.
 
|  
 
|  
 
|-
 
|-
| <div id="Req316">Req316</div>
+
| <div id="Bloat114">Bloat114</div>
| WAIT KEY
+
| THEFT IMPROVEMENTS
| Completed
+
| (Future)
| Wait key in adventure mode.
+
| Make the highest power thieves more daring and interesting.
 
|  
 
|  
 
|-
 
|-
| <div id="Req317">Req317</div>
+
| <div id="Bloat115">Bloat115</div>
| CORRECT AGING
+
| MISSING HIST FIGS
 
| (Future)
 
| (Future)
| Need creatures to age properly when reloaded, incl. retirees.
+
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
 
|  
 
|  
 
|-
 
|-
| <div id="Req318">Req318</div>
+
| <div id="Bloat116">Bloat116</div>
| ALCHEMY PILE
+
| ART IMAGERY
 
| (Future)
 
| (Future)
| Alchemical pile filled with lye, vials and so on.
+
| More varied art imagery, such as buildings and siege engines.
 
|  
 
|  
 
|-
 
|-
| <div id="Req319">Req319</div>
+
| <div id="Bloat117">Bloat117</div>
| WAKE UP!
+
| SIEGE ENGINES
| Completed
+
| (Future)
| Adventure mode sleep needs to clear upon being attacked.
+
| Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific.
 
|  
 
|  
 
|-
 
|-
| <div id="Req320">Req320</div>
+
| <div id="Bloat118">Bloat118</div>
| NAMING ISSUE
+
| INTERFACE MOVEMENT
 
| (Future)
 
| (Future)
| There's an issue with some unit names
+
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
 
|  
 
|  
 
|-
 
|-
| <div id="Req321">Req321</div>
+
| <div id="Bloat119">Bloat119</div>
| ARCHERY PRACTICE GROUNDING
+
| CONTAINER CONTENTS PAGING
 
| Completed
 
| Completed
| While doing archery practice, people that were grounded don't stand up until it's over.
+
| Clean up scroll overflows on the item screen.
 +
|
 +
|-
 +
| <div id="Bloat120">Bloat120</div>
 +
| JOB STATS OPTIMIZATION
 +
| (Future)
 +
| Technical tweak of job completion number storage.
 
|  
 
|  
 
|-
 
|-
| <div id="Req322">Req322</div>
+
| <div id="Bloat121">Bloat121</div>
| COIN BATCH ISSUE
+
| CHAR MAP CUSTOMIZATION
 
| Completed
 
| Completed
| Potential problems with coin batches for non-currencies. Need to check.
+
| (Upgraded) Ability to customize the character maps has been superceded by tiles.
 
|  
 
|  
 
|-
 
|-
| <div id="Req323">Req323</div>
+
| <div id="Bloat122">Bloat122</div>
| BREAK EXPLOIT
+
| OWNABLE LIQUIDS
 
| (Future)
 
| (Future)
| Can draft then undraft to end breaks.
+
| Certain liquids should be ownable.
 
|  
 
|  
 
|-
 
|-
| <div id="Req324">Req324</div>
+
| <div id="Bloat123">Bloat123</div>
| PROACTIVE BEAST ATTACKERS
+
| SIBLING MIGRANT ISSUE
 
| (Future)
 
| (Future)
| The large beasts could afford to be slightly more aggressive.
+
| Sibling migrants don't track relationships properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req325">Req325</div>
+
| <div id="Bloat124">Bloat124</div>
| PUNGENT BUGS
+
| SMALL MIGRANTS
 
| (Future)
 
| (Future)
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
+
| Allow migrants to bring babies and the small pocket pets.
 
|  
 
|  
 
|-
 
|-
| <div id="Req326">Req326</div>
+
| <div id="Bloat125">Bloat125</div>
| HARDER FISHING
+
| VERMIN OFFERING RESOLUTION
 
| (Future)
 
| (Future)
| Fishing is a little too easy, maybe.
+
| Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req327">Req327</div>
+
| <div id="Bloat126">Bloat126</div>
| CORPSE PROCESSING
+
| HIDDEN FUN STUFF
| (Future)
+
| Completed
| Can process corpse to eat etc if you have a sharp object.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req328">Req328</div>
+
| <div id="Bloat127">Bloat127</div>
| NAMING ISSUE
+
| HEALING CODE TWEAK
 
| (Future)
 
| (Future)
| Issue with some unit names.
+
| There's a small issue with healing that might slow the mending of breaks slightly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req329">Req329</div>
+
| <div id="Bloat128">Bloat128</div>
| STRANGE POPULATION ISSUES
+
| DREAMS
| Completed
+
| (Future)
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
+
| Use the current dream code to make it track random dreams, could do premonitions with this.
 
|  
 
|  
 
|-
 
|-
| <div id="Req330">Req330</div>
+
| <div id="Bloat129">Bloat129</div>
| CHARGE CHANGE
+
| INVENTORY SHUFFLING
 
| (Future)
 
| (Future)
| Knock-backs without people falling on the ground should be more common in charging.
+
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
 
|  
 
|  
 
|-
 
|-
| <div id="Req331">Req331</div>
+
| <div id="Bloat130">Bloat130</div>
| ATTACK OPPORTUNITY NUMBERS
+
| OPTIMIZATION FOR INVASIONS
 
| (Future)
 
| (Future)
| It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.
+
| Speed optimization for invasion code.
 
|  
 
|  
 
|-
 
|-
| <div id="Req332">Req332</div>
+
| <div id="Bloat131">Bloat131</div>
| SHORT JOB NAMES
+
| INVASION HISTORIES
 
| (Future)
 
| (Future)
| In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.
+
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
 
|  
 
|  
 
|-
 
|-
| <div id="Req333">Req333</div>
+
| <div id="Bloat132">Bloat132</div>
| RESPECT CONTAINER CAPACITY ON PICKUP
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Container capacity needs to be respected on pickup as it is with the put command.
 
 
|  
 
|  
|-
 
| <div id="Req334">Req334</div>
 
| CRASHING ISSUE I
 
| Completed
 
| There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req335">Req335</div>
+
| <div id="Bloat133">Bloat133</div>
| INFESTATION FREQUENCIES
+
| PHILOSOPHER ADVOCACY
| Completed
+
| (Future)
| The creatures selected to infest caves don't respect their population frequencies.
+
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
 
|  
 
|  
 
|-
 
|-
| <div id="Req336">Req336</div>
+
| <div id="Bloat134">Bloat134</div>
| GOOD/EVIL/SAVAGERY VERMIN CHECKS
+
| WIZARD STUFF
 
| (Future)
 
| (Future)
| A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.
+
| This bloat was just to remind me about books and all kinds of magic stuff arc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req337">Req337</div>
+
| <div id="Bloat135">Bloat135</div>
| IN-GAME SNAPSHOTS
+
| WRESTLING
| Completed
+
| (Future)
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
+
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req338">Req338</div>
+
| <div id="Bloat136">Bloat136</div>
| MEMMAP ISSUES
+
| WRESTLING
 
| (Future)
 
| (Future)
| There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.
+
| Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.
 
|  
 
|  
 
|-
 
|-
| <div id="Req339">Req339</div>
+
| <div id="Bloat137">Bloat137</div>
| MYSTERY WEB
+
| WRESTLING
| Completed
+
| (Future)
| A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.
+
| Technical issue with stuck-ins and freedom of movement.
 
|  
 
|  
 
|-
 
|-
| <div id="Req340">Req340</div>
+
| <div id="Bloat138">Bloat138</div>
| FIRE FLOW SLAYER CREDIT
+
| WRESTLING
 
| (Future)
 
| (Future)
| Creatures don't get credit for killing creatures directly with flows.
+
| Handle grab-tear shaking and further poison injection.
 
|  
 
|  
 
|-
 
|-
| <div id="Req341">Req341</div>
+
| <div id="Bloat139">Bloat139</div>
| RIVER LOOPS
+
| WRESTLING
| Completed
+
| (Future)
| The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
+
| Incidental item/item, item/bp tangle-ups.
 
|  
 
|  
 
|-
 
|-
| <div id="Req342">Req342</div>
+
| <div id="Bloat140">Bloat140</div>
| FROZEN WATER DISAGREEMENT
+
| SPECIFIC WRESTLING INTERFACE
 
| Completed
 
| Completed
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
 
 
|  
 
|  
|-
 
| <div id="Req343">Req343</div>
 
| CORNER DOOR DETAILING
 
| Completed
 
| A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req344">Req344</div>
+
| <div id="Bloat141">Bloat141</div>
| TOWN ANIMALS UNDER THREAT
+
| WRESTLING MOVES AND MORE INTERFACE
 
| (Future)
 
| (Future)
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
+
| Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.
 
|  
 
|  
 
|-
 
|-
| <div id="Req345">Req345</div>
+
| <div id="Bloat142">Bloat142</div>
| REST/SLEEP CONFLICT
+
| AND MORE WRESTLING
| Completed
+
| (Future)
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
+
| Reversing wrestling holds.
 
|  
 
|  
 
|-
 
|-
| <div id="Req346">Req346</div>
+
| <div id="Bloat143">Bloat143</div>
| PROJECTILES FALLING THROUGH FLOORS
+
| PUNISHMENT
| Completed
+
| (Future)
| Corpse pieces have occasionally been observed falling through the floor.
+
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
 
|  
 
|  
 
|-
 
|-
| <div id="Req347">Req347</div>
+
| <div id="Bloat144">Bloat144</div>
| ERRONEOUS FOOD OWNERSHIP
+
| DISEASE AND INFECTION
 
| (Future)
 
| (Future)
| If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.
+
| Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
 
|  
 
|  
 
|-
 
|-
| <div id="Req348">Req348</div>
+
| <div id="Bloat145">Bloat145</div>
| SURROUNDING CHAT BIOME VERIFICATION
+
| RUST
 
| (Future)
 
| (Future)
| When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.
+
| Rust and verdigris and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req349">Req349</div>
+
| <div id="Bloat146">Bloat146</div>
| PATH FIND ALTERATIONS
+
| HUMAN TOWN MODE
 
| (Future)
 
| (Future)
| Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.
+
| Control human town. See future dev.
 
|  
 
|  
 
|-
 
|-
| <div id="Req350">Req350</div>
+
| <div id="Bloat147">Bloat147</div>
| CRASH ISSUE ON BODY PART VIEW
+
| WIZARD MODE
| Completed
+
| (Future)
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
+
| Control wizard from tower, etc. See future dev.
 
|  
 
|  
 
|-
 
|-
| <div id="Req351">Req351</div>
+
| <div id="Bloat148">Bloat148</div>
| PET INFO CRASH
+
| EARLY GAME
| Completed
+
| (Future)
| There was a crash related to null pet and owner pointers inside some pet info.
+
| Start games in Age of Myth. See future dev.
 
|  
 
|  
 
|-
 
|-
| <div id="Req352">Req352</div>
+
| <div id="Bloat149">Bloat149</div>
| TEMPERATURE FLOW SLAYERS
+
| LATE GAME
 
| (Future)
 
| (Future)
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
+
| Run games passed the Golden Age into more mundane times. See future dev.
 
|  
 
|  
 
|-
 
|-
| <div id="Req353">Req353</div>
+
| <div id="Bloat150">Bloat150</div>
| PROJECTILES AND FLOWS
+
| WORLD CUSTOMIZATION
 
| (Future)
 
| (Future)
| Some projectiles survive environmental effects unaffected.
+
| Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
 
|  
 
|  
 
|-
 
|-
| <div id="Req354">Req354</div>
+
| <div id="Bloat151">Bloat151</div>
| DIAGONAL FLOW PATHS
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Diagonal-tending dragonfire has a tendency to wrap backward.
 
 
|  
 
|  
|-
 
| <div id="Req355">Req355</div>
 
| LIQUID CREATURE SUPPORT
 
| (Future)
 
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req356">Req356</div>
+
| <div id="Bloat152">Bloat152</div>
| GRASS-TREE BURN SPEEDS
+
| FIGURINE SHAPES
 
| (Future)
 
| (Future)
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
+
| Shapes for figurines.
 
|  
 
|  
 
|-
 
|-
| <div id="Req357">Req357</div>
+
| <div id="Bloat153">Bloat153</div>
| FIRE AND TEMPERATURE
+
| MORE UNIT SCREENS
 
| (Future)
 
| (Future)
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
+
| Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req358">Req358</div>
+
| <div id="Bloat154">Bloat154</div>
| CONTAMINANT MATERIALS
+
| ACTIVATE SOLDIERS FROM MAIN SCREEN
| (Future)
+
| Completed
| Contaminant materials need to be tracked more carefully.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req359">Req359</div>
+
| <div id="Bloat155">Bloat155</div>
| CONTAMINANT TEMPERATURE EFFECTS
+
| MERCHANT FOOD PRICES
 
| (Future)
 
| (Future)
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
+
| Expand merchant price tweaks to cover foods.
 
|  
 
|  
 
|-
 
|-
| <div id="Req360">Req360</div>
+
| <div id="Bloat156">Bloat156</div>
| TEMPERATURE AND ROTTING
+
| SIEGE ENGINE IMPROVEMENT
| (Future)
+
| Completed
| The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req361">Req361</div>
+
| <div id="Bloat157">Bloat157</div>
| CORE TEMPERATURE VS EXTREMITIES
+
| EXCISE SOME OLD PLOT STUFF
| (Future)
+
| Completed
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req362">Req362</div>
+
| <div id="Bloat158">Bloat158</div>
| CREATURE SUBTYPES AND TEMPERATURE
+
| COIN IMAGES
| (Future)
+
| Completed
| The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req363">Req363</div>
+
| <div id="Bloat159">Bloat159</div>
| VERMIN AND TEMPERATURE
+
| CHANGE SNEAK SKILL
 
| (Future)
 
| (Future)
| Vermin are currently unaffected by temperature and flows.
+
| Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
 
|  
 
|  
 
|-
 
|-
| <div id="Req364">Req364</div>
+
| <div id="Bloat160">Bloat160</div>
| VENOM... BARRELS?
+
| KILL VERMIN
 
| (Future)
 
| (Future)
| Traders bring venom in barrels instead of vials. This might be excessive.
+
| Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.
 
|  
 
|  
 
|-
 
|-
| <div id="Req365">Req365</div>
+
| <div id="Bloat161">Bloat161</div>
| AGGRESSIVE SAPLING GROWTH
+
| MORE PLAYER ABUSE
 
| (Future)
 
| (Future)
| Saplings seem to show up all over the place, including under lava or water. Might be handled.
+
| Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.
 
|  
 
|  
 
|-
 
|-
| <div id="Req366">Req366</div>
+
| <div id="Bloat162">Bloat162</div>
| DISTANT OFFICERS
+
| POWDER THROWS
 
| (Future)
 
| (Future)
| It will often select the worst possible officer for a case. It should consider distance issues, for example.
+
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
 
|  
 
|  
 
|-
 
|-
| <div id="Req367">Req367</div>
+
| <div id="Bloat163">Bloat163</div>
| LOST FOOD
+
| COLLECTOR QUESTS
 
| (Future)
 
| (Future)
| The eat job sometimes loses control over the munchy's location.
+
| Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.
 
|  
 
|  
 
|-
 
|-
| <div id="Req368">Req368</div>
+
| <div id="Bloat164">Bloat164</div>
| THE WELL BUCKET AND MAGMA
+
| ITEM PLACEMENT
 
| (Future)
 
| (Future)
| The well bucket is not affected by local temperatures as it should be when it descends.
+
| Items should be placed in dwarf mode ponds sometimes after game.
 
|  
 
|  
 
|-
 
|-
| <div id="Req369">Req369</div>
+
| <div id="Bloat165">Bloat165</div>
| MISSING UNIFORM
+
| WALL HANGINGS AND RUGS
 
| (Future)
 
| (Future)
| When resetting clothing for temperature conditions, it can destroy guard uniforms.
+
| Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items.
|  
+
| [[#Core43|Core43]]
 
|-
 
|-
| <div id="Req370">Req370</div>
+
| <div id="Bloat166">Bloat166</div>
| EATING IN STRANGE ROOMS
+
| BATHS
 
| (Future)
 
| (Future)
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
+
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
 
|  
 
|  
 
|-
 
|-
| <div id="Req371">Req371</div>
+
| <div id="Bloat167">Bloat167</div>
| AXE USE DEACTIVATED
+
| ANIMAL PREFS AND DEATH
 
| (Future)
 
| (Future)
| Deactivating squads can do strange things to axe use preference.
+
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
 
|  
 
|  
 
|-
 
|-
| <div id="Req372">Req372</div>
+
| <div id="Bloat168">Bloat168</div>
| TANTRUM EXHAUSTION
+
| PET EATERS
 
| (Future)
 
| (Future)
| Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
+
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
 
|  
 
|  
 
|-
 
|-
| <div id="Req373">Req373</div>
+
| <div id="Bloat169">Bloat169</div>
| RAMP WALLS
+
| INSIDE WILDLIFE
 
| Completed
 
| Completed
| There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
+
| Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.
 
|  
 
|  
 
|-
 
|-
| <div id="Req374">Req374</div>
+
| <div id="Bloat170">Bloat170</div>
| PET CAP
+
| ROOM CLEANING
 
| (Future)
 
| (Future)
| Evaluate alternatives to the 50 per type animal cap.
+
| Cleaning rooms more responsibly, perhaps before sleeping.
 
|  
 
|  
 
|-
 
|-
| <div id="Req375">Req375</div>
+
| <div id="Bloat171">Bloat171</div>
| OTHER CAVES
+
| ADVENTURER AND TOYS
 
| (Future)
 
| (Future)
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
+
| You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).
 
|  
 
|  
 
|-
 
|-
| <div id="Req376">Req376</div>
+
| <div id="Bloat172">Bloat172</div>
| ADV MODE LIGHTING PROBLEMS
+
| DEEP SITES
 
| (Future)
 
| (Future)
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
+
| There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.
 
|  
 
|  
 
|-
 
|-
| <div id="Req377">Req377</div>
+
| <div id="Bloat173">Bloat173</div>
| AMAZING VERMIN ENTRY
+
| FINDING BUYERS
 
| (Future)
 
| (Future)
| Eater vermin from map features can get into things that are impossible to get into.
+
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
 
|  
 
|  
 
|-
 
|-
| <div id="Req378">Req378</div>
+
| <div id="Bloat174">Bloat174</div>
| LACK OF FLUID MIXING IN CONTAINERS
+
| NOBLE RANK SYSTEM
| (Future)
+
| Completed
| It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
+
| Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.
 
|  
 
|  
 
|-
 
|-
| <div id="Req379">Req379</div>
+
| <div id="Bloat175">Bloat175</div>
| TRAILS AND ROADS
+
| CARE PACKAGES
 
| (Future)
 
| (Future)
| There should be trails and roads all over the place in civilized areas.
+
| Being able to send comforting trinkets and provisions to your armies.
 
|  
 
|  
 
|-
 
|-
| <div id="Req380">Req380</div>
+
| <div id="Bloat176">Bloat176</div>
| AREA DIFFICULTIES
+
| PHYSICAL FEATURES
 
| (Future)
 
| (Future)
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
+
| Various superfluous physical features for dwarves and others.
 
|  
 
|  
 
|-
 
|-
| <div id="Req381">Req381</div>
+
| <div id="Bloat177">Bloat177</div>
| MOOD WORKSHOP
+
| PRISON REFORM
 
| (Future)
 
| (Future)
| There should be additional indicators of which workshop has been taken over by a mood dwarf.
+
| If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.
 
|  
 
|  
 
|-
 
|-
| <div id="Req382">Req382</div>
+
| <div id="Bloat178">Bloat178</div>
| OFFER CONFIRMATION
+
| MINING TWEAK
| (Future)
+
| Completed
| A confirmation might be helpful for making offerings in the depot.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req383">Req383</div>
+
| <div id="Bloat179">Bloat179</div>
| RAW FISH NAME
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Raw fish might need to be renamed for clarity
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req384">Req384</div>
+
| <div id="Bloat180">Bloat180</div>
| BUILDING JOB CHECKS
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Need to look into how often buildings do job checks and when they reset their counters.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req385">Req385</div>
+
| <div id="Bloat181">Bloat181</div>
| HAUL JOB OVERRIDES
+
| ABANDONMENT ISSUE
 
| (Future)
 
| (Future)
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req386">Req386</div>
+
| <div id="Bloat182">Bloat182</div>
| PERSISTENT CURSOR POSITION
+
| CAVE CLAIMING
 
| (Future)
 
| (Future)
| There are some mode changes in dwarf mode where the cursor position should persist.
+
| Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.
 
|  
 
|  
 
|-
 
|-
| <div id="Req387">Req387</div>
+
| <div id="Bloat183">Bloat183</div>
| TOTAL PROFESSION NUMBERS
+
| CHILD NAMING
 
| (Future)
 
| (Future)
| There should be a way to view the total numbers enabled for each labor list item.
+
| Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.
 
|  
 
|  
 
|-
 
|-
| <div id="Req388">Req388</div>
+
| <div id="Bloat184">Bloat184</div>
| ROOM QUALITY DISPLAY
+
| NO RECORD
| (Future)
+
| Completed
| There should be an easier way to view the quality of a room.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req389">Req389</div>
+
| <div id="Bloat185">Bloat185</div>
| PERSONAL ROOM TRAFFIC
+
| LIBRARIES
 
| (Future)
 
| (Future)
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
+
| Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Req390">Req390</div>
+
| <div id="Bloat186">Bloat186</div>
| JOB INFORMATION
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req391">Req391</div>
+
| <div id="Bloat187">Bloat187</div>
| WOUNDED BABY CARE
+
| WRITING AND GRAPHICS
 
| (Future)
 
| (Future)
| Mothers don't care if their babies are wounded, even if they are being carried at the time.
+
| If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.
 
|  
 
|  
 
|-
 
|-
| <div id="Req392">Req392</div>
+
| <div id="Bloat188">Bloat188</div>
| HAULING ORDERS
+
| KEYS
 
| (Future)
 
| (Future)
| More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
+
| Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc.
|  
+
| [[#Core42|Core42]]
 
|-
 
|-
| <div id="Req393">Req393</div>
+
| <div id="Bloat189">Bloat189</div>
| MINING SKILL SETTINGS
+
| INTERNAL AREAS
 
| (Future)
 
| (Future)
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
+
| Internal mushroom jungles and lost whatevers and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req394">Req394</div>
+
| <div id="Bloat190">Bloat190</div>
| VARIOUS COMPENSATION METHODS
+
| UNDERGROUND LAKES
| (Future)
+
| Completed
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
+
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.
 
|  
 
|  
 
|-
 
|-
| <div id="Req395">Req395</div>
+
| <div id="Bloat191">Bloat191</div>
| HOLDING ARTIFACTS
+
| SNAKES AND WORMS
 
| (Future)
 
| (Future)
| There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
+
| There are some complications from these creatures since they should always be on the ground and need to start that way.
 
|  
 
|  
 
|-
 
|-
| <div id="Req396">Req396</div>
+
| <div id="Bloat192">Bloat192</div>
| OBSTACLE HANDLING FOR BUILDERS AND MINERS
+
| LYING AND BEING PUNISHED
 
| (Future)
 
| (Future)
| When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
+
| You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.
 
|  
 
|  
 
|-
 
|-
| <div id="Req397">Req397</div>
+
| <div id="Bloat193">Bloat193</div>
| ERRONEOUS CAGED UNIT DEATHS
+
| DEMOGRAPHICS ISSUES 1
 
| (Future)
 
| (Future)
| A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
+
| If a town runs out of women, they could seek more.
 
|  
 
|  
 
|-
 
|-
| <div id="Req398">Req398</div>
+
| <div id="Bloat194">Bloat194</div>
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL
+
| DEMOGRAPHICS ISSUES 2
 
| (Future)
 
| (Future)
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
+
| If there are too many men in town, they could start more wars.
 
|  
 
|  
 
|-
 
|-
| <div id="Req399">Req399</div>
+
| <div id="Bloat195">Bloat195</div>
| DIRT ROADS ON ICE
+
| ADVENTURER MOUNTS
 
| (Future)
 
| (Future)
| When roads are built over ice, trampled dirt can be created spontaneously.
+
| Should be able to acquire mounts and beasts of burden.
 
|  
 
|  
 
|-
 
|-
| <div id="Req400">Req400</div>
+
| <div id="Bloat196">Bloat196</div>
| DYED CLOTH STOCKPILE SEPARATION
+
| VILLAGE STORIES
 
| (Future)
 
| (Future)
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
+
| Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.
 
|  
 
|  
 
|-
 
|-
| <div id="Req401">Req401</div>
+
| <div id="Bloat197">Bloat197</div>
| PREMATURE TRADE SCREEN EXITS
+
| MINIMAP ISSUES
 
| (Future)
 
| (Future)
| It's easy to skip out of the trade agreement screens without knowing what happened.
+
| Center X on minimap and make sure it flickers properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req402">Req402</div>
+
| <div id="Bloat198">Bloat198</div>
| SAVE TO MAIN MENU TRANSITION
+
| SITE SPRAWL
 
| (Future)
 
| (Future)
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
+
| The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.
 
|  
 
|  
 
|-
 
|-
| <div id="Req403">Req403</div>
+
| <div id="Bloat199">Bloat199</div>
| DAMBLOCK OPTS
+
| MINING/CUTTING ANNOUNCEMENTS
 
| (Future)
 
| (Future)
| There are some optimizations that can be made to the damage blocking calculations.
+
| It could announce when current reachable wood-cutting and mining jobs are done.
 
|  
 
|  
 
|-
 
|-
| <div id="Req404">Req404</div>
+
| <div id="Bloat200">Bloat200</div>
| STILL BARRELS
+
| PERSISTENT CONVERSATIONS
 
| (Future)
 
| (Future)
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
+
| Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.
 
|  
 
|  
 
|-
 
|-
| <div id="Req405">Req405</div>
+
| <div id="Bloat201">Bloat201</div>
| VERMIN TRACKING
+
| CONVERSATION UTTERANCE BUILDERS
 
| (Future)
 
| (Future)
| There are some problems with the accounting of vermin populations.
+
| When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.
 
|  
 
|  
 
|-
 
|-
| <div id="Req406">Req406</div>
+
| <div id="Bloat202">Bloat202</div>
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU
+
| CONVERSATION PLEASANTRIES
 
| (Future)
 
| (Future)
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
+
| Have random pleasantries with random responses.
 
|  
 
|  
 
|-
 
|-
| <div id="Req407">Req407</div>
+
| <div id="Bloat203">Bloat203</div>
| RECLAIM STACKS
+
| SPECIFIC QUERIES
 
| (Future)
 
| (Future)
| On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
+
| Can ask about any entity, site, creature etc that is known to you.
 
|  
 
|  
 
|-
 
|-
| <div id="Req408">Req408</div>
+
| <div id="Bloat204">Bloat204</div>
| DOMESTICATION AND ENTITY DEFS
+
| STORE QUERIES
 
| (Future)
 
| (Future)
| The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
+
| Can ask about stores, people can direct you, even to another town.
 
|  
 
|  
 
|-
 
|-
| <div id="Req409">Req409</div>
+
| <div id="Bloat205">Bloat205</div>
| BAG RESERVES
+
| UNIT KNOWLEDGE
 
| (Future)
 
| (Future)
| The ability to reserve bags for uses other than seed storage would be useful.
+
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
 
|  
 
|  
 
|-
 
|-
| <div id="Req410">Req410</div>
+
| <div id="Bloat206">Bloat206</div>
| KITCHEN ISSUES
+
| DWARF/ELF COMMUNITIES
 
| (Future)
 
| (Future)
| It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
+
| Add meaningful things to the dwarf/elf communities.
 
|  
 
|  
 
|-
 
|-
| <div id="Req411">Req411</div>
+
| <div id="Bloat207">Bloat207</div>
| ZOOMING AROUND
+
| SLOW ESCALATION TO VIOLENCE
 
| (Future)
 
| (Future)
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
+
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
 
|  
 
|  
 
|-
 
|-
| <div id="Req412">Req412</div>
+
| <div id="Bloat208">Bloat208</div>
| DROWSINESS VS. KNOCKOUTS
+
| VEGETATION ISSUES
 
| (Future)
 
| (Future)
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.
+
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
 
|  
 
|  
 
|-
 
|-
| <div id="Req413">Req413</div>
+
| <div id="Bloat209">Bloat209</div>
| PAIRED ITEMS ON ARMOR STANDS
+
| REGION FACTS
 
| (Future)
 
| (Future)
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
+
| Regions can have legend facts, like what dwells there. Only show discovered populations.
 
|  
 
|  
 
|-
 
|-
| <div id="Req414">Req414</div>
+
| <div id="Bloat210">Bloat210</div>
| EQUIPMENT STORAGE
+
| STORE NAMES
 
| (Future)
 
| (Future)
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.
+
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req415">Req415</div>
+
| <div id="Bloat211">Bloat211</div>
| SCHEDULING ISSUES
+
| RELATIONSHIP OPTIMIZATION
| (Future)
+
| Completed
| There are some minor adventure mode town schedule issues that need addressing.
+
| There's a technical optimization tagged in the code for how they store relationships.
 
|  
 
|  
 
|-
 
|-
| <div id="Req416">Req416</div>
+
| <div id="Bloat212">Bloat212</div>
| PAIRED IMPROVEMENTS
+
| BOTTLING
 
| (Future)
 
| (Future)
| For the most part, improvements on pregenerated paired items should be made identical.
+
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
 
|  
 
|  
 
|-
 
|-
| <div id="Req417">Req417</div>
+
| <div id="Bloat213">Bloat213</div>
| "WATER"SKINS?
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Military dwarves should be apt to carry booze instead of water.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req418">Req418</div>
+
| <div id="Bloat214">Bloat214</div>
| WEIGHT AND VALUE PROBLEMS
+
| SPRINTING
 
| (Future)
 
| (Future)
| There are a lot of inconsistencies with weight and value numbers in the raws.
+
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
 
|  
 
|  
 
|-
 
|-
| <div id="Req419">Req419</div>
+
| <div id="Bloat215">Bloat215</div>
| PRICE SETTER STORAGE
+
| COIN ISSUE
| (Future)
+
| Completed
| Technical issue with price setter storage.
+
| Technical issue with coin batches.
 
|  
 
|  
 
|-
 
|-
| <div id="Req420">Req420</div>
+
| <div id="Bloat216">Bloat216</div>
| DRINK JOB CONNECTION CHECKS
+
| FINALIZE ART IMAGES
| (Future)
+
| Completed
| Some drink jobs don't check connectivity correctly.
+
| Art images should describe historical events, etc., rather than just being an image.
 
|  
 
|  
 
|-
 
|-
| <div id="Req421">Req421</div>
+
| <div id="Bloat217">Bloat217</div>
| BUILDING NAMES
+
| SAVING MAP SEEDS
| (Future)
+
| Completed
| Custom names for buildings. For stockpiles they can be inherited by containers.
+
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
 
|  
 
|  
 
|-
 
|-
| <div id="Req422">Req422</div>
+
| <div id="Bloat218">Bloat218</div>
| ROCKY ROAD
+
| VEIN MINING OPTION
 
| (Future)
 
| (Future)
| Road building can be annoying on rocky maps.
+
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req423">Req423</div>
+
| <div id="Bloat219">Bloat219</div>
| WEALTH OVERCOUNTS
+
| HISTORY GROUPING
 
| (Future)
 
| (Future)
| Held/worn items are counted too much toward fortress wealth.
+
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
 
|  
 
|  
 
|-
 
|-
| <div id="Req424">Req424</div>
+
| <div id="Bloat220">Bloat220</div>
| PLANTING CANCELLATIONS
+
| AGING ITEMS
 
| (Future)
 
| (Future)
| Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
+
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
 
|  
 
|  
 
|-
 
|-
| <div id="Req425">Req425</div>
+
| <div id="Bloat221">Bloat221</div>
| DWARVEN WAGONS
+
| ART IMAGE COMPLEXITY AND IMPROVEMENT
| Completed
+
| (Future)
| Dwarves have wagons, so they should use them to trade.
+
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
 
|  
 
|  
 
|-
 
|-
| <div id="Req426">Req426</div>
+
| <div id="Bloat222">Bloat222</div>
| WATERFALL EDGES
+
| FRIENDLY FIRE
 
| (Future)
 
| (Future)
| Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
+
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
 
|  
 
|  
 
|-
 
|-
| <div id="Req427">Req427</div>
+
| <div id="Bloat223">Bloat223</div>
| ELITE SOLDIER SETTINGS
+
| WILDERNESS CAUTION
 
| (Future)
 
| (Future)
| You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
+
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory
 
|  
 
|  
 
|-
 
|-
| <div id="Req428">Req428</div>
+
| <div id="Bloat224">Bloat224</div>
| TASK PRIORITIES
+
| STATUE IMPROVEMENTS
 
| (Future)
 
| (Future)
| It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
+
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
 
|  
 
|  
 
|-
 
|-
| <div id="Req429">Req429</div>
+
| <div id="Bloat225">Bloat225</div>
| FARM SETTINGS LOST
+
| UNPREPARED FISH ROTTING
 
| (Future)
 
| (Future)
| It can destroy preset crop selections for future seasons when there's a problem with the current season.
+
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.
 
|  
 
|  
 
|-
 
|-
| <div id="Req430">Req430</div>
+
| <div id="Bloat226">Bloat226</div>
| JOB POSSIBILITIES DISPLAYED
+
| WEB CHECK
 
| (Future)
 
| (Future)
| When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
+
| Technical issue with webs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req431">Req431</div>
+
| <div id="Bloat227">Bloat227</div>
| EQUIPMENT CLEANING
+
| LEAPING AND PITS
 
| (Future)
 
| (Future)
| You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
+
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
 
|  
 
|  
 
|-
 
|-
| <div id="Req432">Req432</div>
+
| <div id="Bloat228">Bloat228</div>
| SETUP SCREEN CHANGES
+
| ADVENTURE MODE DREAMS WHILE SLEEPING
 
| (Future)
 
| (Future)
| Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
+
| Dreams in adventure mode, occasionally you can get history, other information and quests this way
 
|  
 
|  
 
|-
 
|-
| <div id="Req433">Req433</div>
+
| <div id="Bloat229">Bloat229</div>
| FLOATING
+
| QUICKLIME
 
| (Future)
 
| (Future)
| Objects with proper densities should float in liquids. This should also apply to swimming creatures.
+
| Bake limestone in a kiln for it, and implement some uses
 
|  
 
|  
 
|-
 
|-
| <div id="Req434">Req434</div>
+
| <div id="Bloat230">Bloat230</div>
| MESSAGE CONTROL
+
| DWARVEN HUNGER
| (Future)
+
| Completed
| All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
+
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
 
|  
 
|  
 
|-
 
|-
| <div id="Req435">Req435</div>
+
| <div id="Bloat231">Bloat231</div>
| SETTINGS FOR BASIC JOBS
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req436">Req436</div>
+
| <div id="Bloat232">Bloat232</div>
| EQUIPMENT DISPOSAL
+
| SWEAT
 
| (Future)
 
| (Future)
| There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
+
| Linked to exertion, can have a number of effects.
 
|  
 
|  
 
|-
 
|-
| <div id="Req437">Req437</div>
+
| <div id="Bloat233">Bloat233</div>
| ASHERY SKILLS
+
| ARENAS
 
| (Future)
 
| (Future)
| Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
+
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
 
|  
 
|  
 
|-
 
|-
| <div id="Req438">Req438</div>
+
| <div id="Bloat234">Bloat234</div>
| REFERENCE UPDATE
+
| APPROPRIATE ANIMALS FOR CIVS
 
| (Future)
 
| (Future)
| Some internal references should be stored differently.
+
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.
 
|  
 
|  
 
|-
 
|-
| <div id="Req439">Req439</div>
+
| <div id="Bloat235">Bloat235</div>
| FISHERY AUTOMATION
+
| HALF-BLOCKED SKY
 
| (Future)
 
| (Future)
| The fishery (and other workshops) should have automation features.
+
| "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
 
|  
 
|  
 
|-
 
|-
| <div id="Req440">Req440</div>
+
| <div id="Bloat236">Bloat236</div>
| TRAVELER OUTFITS
+
| MARTIAL LAW
 
| (Future)
 
| (Future)
| Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
+
| Nobles could declare martial law if things get out of hand, which could have various effects.
 
|  
 
|  
 
|-
 
|-
| <div id="Req441">Req441</div>
+
| <div id="Bloat237">Bloat237</div>
| CHILDREN AND GROWTH
+
| EVIL ALCHEMY
 
| (Future)
 
| (Future)
| Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
+
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req442">Req442</div>
+
| <div id="Bloat238">Bloat238</div>
| SHOPKEEPERS AND THEIR INVENTORY
+
| REGIONAL EVIL EXPLANATIONS
 
| (Future)
 
| (Future)
| Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
+
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
 
|  
 
|  
 
|-
 
|-
| <div id="Req443">Req443</div>
+
| <div id="Bloat239">Bloat239</div>
| UNIT-JOB SCREEN IMPROVEMENTS
+
| REGION HISTORIES
 
| (Future)
 
| (Future)
| The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
+
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
 
|  
 
|  
 
|-
 
|-
| <div id="Req444">Req444</div>
+
| <div id="Bloat240">Bloat240</div>
| FLEEING SOLDIER AI
+
| Z VEINS
| (Future)
+
| Completed
| Fleeing soldiers don't cope well with not being able to reach their exit location.
+
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req445">Req445</div>
+
| <div id="Bloat241">Bloat241</div>
| INJURED HUNTERS
+
| CREATURE ANTICS
 
| (Future)
 
| (Future)
| Injured hunters should not attempt to hunt in general.
+
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
 
|  
 
|  
 
|-
 
|-
| <div id="Req446">Req446</div>
+
| <div id="Bloat242">Bloat242</div>
| COOKING SELECTION ISSUE
+
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS
 
| (Future)
 
| (Future)
| Cooking had an issue where it selected a barrel and the object inside of it.
+
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
 
|  
 
|  
 
|-
 
|-
| <div id="Req447">Req447</div>
+
| <div id="Bloat243">Bloat243</div>
| PRESERVING VALUABLE STONES
+
| CLOTHING VARIATIONS
| Completed
+
| (Future)
| There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
+
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
 
|  
 
|  
 
|-
 
|-
| <div id="Req448">Req448</div>
+
| <div id="Bloat244">Bloat244</div>
| INTERRUPTED JOB DURATIONS
+
| VOCALIZATIONS
 
| (Future)
 
| (Future)
| Issue with job durations versus interruptions.
+
| Battle yells, random grunts, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req449">Req449</div>
+
| <div id="Bloat245">Bloat245</div>
| BARRACKS ASSIGNMENTS
+
| IMPROVEMENT OF ENGRAVINGS
 
| (Future)
 
| (Future)
| Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
+
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req450">Req450</div>
+
| <div id="Bloat246">Bloat246</div>
| USEFUL BREAKS
+
| ORGAN RETENTION
 
| (Future)
 
| (Future)
| Dwarves should actively pursue non-work related activities while they are taking breaks.
+
| Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
 
|  
 
|  
 
|-
 
|-
| <div id="Req451">Req451</div>
+
| <div id="Bloat247">Bloat247</div>
| LIAISON AND WORKERS
+
| HERBIVORES AND LIVESTOCK AND SO ON
 
| (Future)
 
| (Future)
| You should be able to request specific workers and worker types from your outpost liaison.
+
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
 +
|
 +
|-
 +
| <div id="Bloat248">Bloat248</div>
 +
| TRANSLATION CLEARANCE
 +
| Completed
 +
| Go through and check languages for tone.
 
|  
 
|  
 
|-
 
|-
| <div id="Req452">Req452</div>
+
| <div id="Bloat249">Bloat249</div>
| IMPROVE LOCAL MATERIAL TABULATION
+
| PROPER BLOOD SUCKING
 
| (Future)
 
| (Future)
| The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
+
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
 
|  
 
|  
 
|-
 
|-
| <div id="Req453">Req453</div>
+
| <div id="Bloat250">Bloat250</div>
| COFFIN OBJECT ISSUES
+
| AUTOMATIC MANDATE HANDLING
 
| (Future)
 
| (Future)
| Issues with the items in coffins versus building destruction and rotting.
+
| Could add an option to make noble mandates go directly into the work order queue.
 
|  
 
|  
 
|-
 
|-
| <div id="Req454">Req454</div>
+
| <div id="Bloat251">Bloat251</div>
| FOOD SELECTION
+
| USEFUL TREASURER
 
| (Future)
 
| (Future)
| There are some issues with food choice relative to value and distance.
+
| The treasurer could walk around and combine coin stacks.
 
|  
 
|  
 
|-
 
|-
| <div id="Req455">Req455</div>
+
| <div id="Bloat252">Bloat252</div>
| RAMPS ON BOUNDARIES
+
| ENVIRONMENTAL LEARNING
 
| (Future)
 
| (Future)
| Some ramps were omitted on block splits.
+
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
 
|  
 
|  
 
|-
 
|-
| <div id="Req456">Req456</div>
+
| <div id="Bloat253">Bloat253</div>
| KIDNAP INFO HANDLING
+
| ADVANCED WORK ORDERS
 
| (Future)
 
| (Future)
| Kidnapped dwarves need to have more game info removed.
+
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
 
|  
 
|  
 
|-
 
|-
| <div id="Req457">Req457</div>
+
| <div id="Bloat254">Bloat254</div>
| STEAM EFFECTS
+
| GRAB-TEARS II
 
| (Future)
 
| (Future)
| There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
+
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req458">Req458</div>
+
| <div id="Bloat255">Bloat255</div>
| ZOMBIE BODIES
+
| INCIDENTAL HANGINGS
 
| (Future)
 
| (Future)
| Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
+
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
 
|  
 
|  
 
|-
 
|-
| <div id="Req459">Req459</div>
+
| <div id="Bloat256">Bloat256</div>
| CAVE-IN COLUMN WEIGHTS
+
| VEGETATION MELTING/BOILING
 
| (Future)
 
| (Future)
| Cave-in columns need more careful weight calculations.
+
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
 
|  
 
|  
 
|-
 
|-
| <div id="Req460">Req460</div>
+
| <div id="Bloat257">Bloat257</div>
| INITIAL RIVER DISPLAY
+
| TANNING
 
| (Future)
 
| (Future)
| It needs to initialize river flow directions before the rivers are initially displayed.
+
| Tanning should probably be made more interesting.
 
|  
 
|  
 
|-
 
|-
| <div id="Req461">Req461</div>
+
| <div id="Bloat258">Bloat258</div>
| FLOWS AND DIRECTIONAL CALCULATIONS
+
| WATERPROOFING
 
| (Future)
 
| (Future)
| Certain flow calculations still only run in 4 directions.
+
| Waterproofing of leather might become an issue
 
|  
 
|  
 
|-
 
|-
| <div id="Req462">Req462</div>
+
| <div id="Bloat259">Bloat259</div>
| CONTAMINANT TEMPERATURE AND MOISTURE
+
| TAWING
 
| (Future)
 
| (Future)
| Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
+
| An interesting alternative to tanning.
 
|  
 
|  
 
|-
 
|-
| <div id="Req463">Req463</div>
+
| <div id="Bloat260">Bloat260</div>
| FORBIDDEN WARES
+
| CUSTOM ENGRAVINGS
 
| (Future)
 
| (Future)
| The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
+
| People have expressed an interest in engraving custom text and symbols.
 
|  
 
|  
 
|-
 
|-
| <div id="Req464">Req464</div>
+
| <div id="Bloat261">Bloat261</div>
| EXCESSIVE BAIT
+
| LEGEND ERASURE
 
| (Future)
 
| (Future)
| Dwarves should not use entire stacks of meat or fish to bait traps.
+
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.
 
|  
 
|  
 
|-
 
|-
| <div id="Req465">Req465</div>
+
| <div id="Bloat262">Bloat262</div>
| METAL BLOCK/BAR WEIGHTS
+
| MORE THOUGHT INFORMATION
 
| (Future)
 
| (Future)
| Need to watch out for the weight of metal objects versus metal bars.
+
| Certain thoughts need to store additional information.
 
|  
 
|  
 
|-
 
|-
| <div id="Req466">Req466</div>
+
| <div id="Bloat263">Bloat263</div>
| WRESTLING GRASPS VERSUS OTHER ACTIONS
+
| MASTERPIECE TRADE
 
| (Future)
 
| (Future)
| It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
+
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
 
|  
 
|  
 
|-
 
|-
| <div id="Req467">Req467</div>
+
| <div id="Bloat264">Bloat264</div>
| UNDEAD HEALING
+
| DYES AND MORDANTS
 
| (Future)
 
| (Future)
| Undead and construct-type creatures tend to heal when they shouldn't.
+
| There are all sorts of things that can be done with dyes and mordants.
 
|  
 
|  
 
|-
 
|-
| <div id="Req468">Req468</div>
+
| <div id="Bloat265">Bloat265</div>
| EXTRACT MATERIALS
+
| WOODEN FURNITURE DISASSEMBLY
 
| (Future)
 
| (Future)
| The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
+
| Ability to take apart wooden furniture.
 
|  
 
|  
 
|-
 
|-
| <div id="Req469">Req469</div>
+
| <div id="Bloat266">Bloat266</div>
| HUMAN MIGRANT ISSUES
+
| TALKING ABOUT THE WEATHER
 
| (Future)
 
| (Future)
| In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
+
| Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.
 
|  
 
|  
 
|-
 
|-
| <div id="Req470">Req470</div>
+
| <div id="Bloat267">Bloat267</div>
| UNDEAD POPULATIONS
+
| EXTENDED BARTERING
 
| (Future)
 
| (Future)
| Undead populations aren't tracked properly.
+
| Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.
 
|  
 
|  
 
|-
 
|-
| <div id="Req471">Req471</div>
+
| <div id="Bloat268">Bloat268</div>
| ASKING DIRECTIONS
+
| SCREENSHOTS
 
| (Future)
 
| (Future)
| You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
+
| Ability to have the game output a screenshot easily.
 
|  
 
|  
 
|-
 
|-
| <div id="Req472">Req472</div>
+
| <div id="Bloat269">Bloat269</div>
| MIXING LIQUID CONTAMINANTS
+
| ALCHEMY
 
| (Future)
 
| (Future)
| Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
+
| Various uses and reactions of chemicals, acids etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req473">Req473</div>
+
| <div id="Bloat270">Bloat270</div>
| MATERIAL REWRITE
+
| COMBAT LOGS AND EVENTS
 
| (Future)
 
| (Future)
| There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
+
| Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
 
|  
 
|  
 
|-
 
|-
| <div id="Req474">Req474</div>
+
| <div id="Bloat271">Bloat271</div>
| PATH BUFFER CLEARING
+
| DRAGGING PEOPLE AROUND
 
| (Future)
 
| (Future)
| There's a bit of an optimization that can be done to the periodic path buffer clearing.
+
| Ability to drag somebody around instead of releasing a wrestling hold when you move.
 
|  
 
|  
 
|-
 
|-
| <div id="Req475">Req475</div>
+
| <div id="Bloat272">Bloat272</div>
| SIEGE ENGINES AND THE Z AXIS
+
| WATER POISONING
 
| (Future)
 
| (Future)
| Siege engines need to respect the z axis.
+
| Malicious creatures might attempt to poison or otherwise taint your water supply.
 
|  
 
|  
 
|-
 
|-
| <div id="Req476">Req476</div>
+
| <div id="Bloat273">Bloat273</div>
| DEEP OBJECT PLACEMENT ISSUE
+
| ONE-STEP OPTIONS
 
| (Future)
 
| (Future)
| There's an issue with object placement in one of the deep areas.
+
| Ability to set the amount of time advanced by the one-step key.
 
|  
 
|  
 
|-
 
|-
| <div id="Req477">Req477</div>
+
| <div id="Bloat274">Bloat274</div>
| CONNECTED SITE COMPONENTS
+
| CUSTOM COLORS
 
| (Future)
 
| (Future)
| Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
+
| Customizable unit and custom profession colors.
 
|  
 
|  
 
|-
 
|-
| <div id="Req478">Req478</div>
+
| <div id="Bloat275">Bloat275</div>
| LOCAL ARMY MOVEMENT
+
| REVENGE AND INJURIES
 
| (Future)
 
| (Future)
| There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
+
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
 
|  
 
|  
 
|-
 
|-
| <div id="Req479">Req479</div>
+
| <div id="Bloat276">Bloat276</div>
| GOBLIN TOWER ISSUES
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| There are some issues with swamps, vegetation and subterranean areas in goblin towers.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req480">Req480</div>
+
| <div id="Bloat277">Bloat277</div>
| DWARVES ON FIRE
+
| SOUND EVENTS
 
| (Future)
 
| (Future)
| Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
+
| Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.
 
|  
 
|  
 
|-
 
|-
| <div id="Req481">Req481</div>
+
| <div id="Bloat278">Bloat278</div>
| HATCH OPENING FOR DIAGONAL FLIERS
+
| TRAPS THAT PROPEL THINGS
 
| (Future)
 
| (Future)
| It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
+
| Weapon traps cannot propel units, but giant hammer traps should propel units.
 
|  
 
|  
 
|-
 
|-
| <div id="Req482">Req482</div>
+
| <div id="Bloat279">Bloat279</div>
| FISH CLEANING IMPROVEMENTS
+
| IMPROVED LEVERS
 
| (Future)
 
| (Future)
| You should be able to remove relevant portions (shell/bones) of fish during cleaning.
+
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req483">Req483</div>
+
| <div id="Bloat280">Bloat280</div>
| BLOOD VISIBILITY
+
| ONE-WAY/SECRET DOORS
 
| (Future)
 
| (Future)
| Blood of all types should be visible on whatever color stone it falls on.
+
| These would be nice but raise path-finding optimization issues.
 
|  
 
|  
 
|-
 
|-
| <div id="Req484">Req484</div>
+
| <div id="Bloat281">Bloat281</div>
| WIND
+
| IMPROVE ANIMAL MANAGEMENT
 
| (Future)
 
| (Future)
| Local wind patterns need to be more interesting.
+
| There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.
 
|  
 
|  
 
|-
 
|-
| <div id="Req485">Req485</div>
+
| <div id="Bloat282">Bloat282</div>
| GROUNDED/SWIMMING
+
| MORE MINERAL PROPERTIES
 
| (Future)
 
| (Future)
| Need to square the commonly-used notion of being on the ground with swimming.
+
| The various minerals should have additional properties. These might influence dig speed and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req486">Req486</div>
+
| <div id="Bloat283">Bloat283</div>
| VISION AND SWIMMING
+
| DEBUG OPTIONS
 
| (Future)
 
| (Future)
| Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
+
| Various ways to fiddle with internal settings.
 
|  
 
|  
 
|-
 
|-
| <div id="Req487">Req487</div>
+
| <div id="Bloat284">Bloat284</div>
| WATER PRESERVATION
+
| RIVER ROCKS
 
| (Future)
 
| (Future)
| There are some cases where water is deleted when it might be pushed away to other tiles instead.
+
| The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.
 
|  
 
|  
 
|-
 
|-
| <div id="Req488">Req488</div>
+
| <div id="Bloat285">Bloat285</div>
| WARM STONE PROBLEM
+
| CREATURE RANGES
 
| (Future)
 
| (Future)
| There are some rare cases where warm stone next to lava gets its temperature reset.
+
| A given creature should often have a more coherent range over the entire world, rather than going region by region.
 
|  
 
|  
 
|-
 
|-
| <div id="Req489">Req489</div>
+
| <div id="Bloat286">Bloat286</div>
| MIGRANT CHILDREN AGES
+
| RAIN POOLING
 
| (Future)
 
| (Future)
| The ages of migrant children are not based on the raws.
+
| Rain should have a chance to collect in certain areas.
 
|  
 
|  
 
|-
 
|-
| <div id="Req490">Req490</div>
+
| <div id="Bloat287">Bloat287</div>
| MATERIAL DEMANDS AND MANDATES
+
| THIN ICE
 
| (Future)
 
| (Future)
| Local materials lists for demands aren't compiled properly now.
+
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Req491">Req491</div>
+
| <div id="Bloat288">Bloat288</div>
| ADVENTURE MODE TRADE SKILLS
+
| DUST STORMS
 
| (Future)
 
| (Future)
| Some of the features from dwarf mode trade can be moved over to adventure mode.
+
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.
 
|  
 
|  
 
|-
 
|-
| <div id="Req492">Req492</div>
+
| <div id="Bloat289">Bloat289</div>
| MELTED OBJECT SIZE
+
| HUMANS USE HORSES
| (Future)
+
| Completed
| When objects change states, their sizes need to be tracked more carefully.
+
| Humans should ride horses into battle if they are available.
 
|  
 
|  
 
|-
 
|-
| <div id="Req493">Req493</div>
+
| <div id="Bloat290">Bloat290</div>
| MISSING MIGRANT TYPES
+
| LAKE/SWAMP IMPROVEMENTS I
 
| (Future)
 
| (Future)
| A few professions don't occur as migrant types.
+
| Water lilies rooted to the soil below, duckweed floating in the water
 
|  
 
|  
 
|-
 
|-
| <div id="Req494">Req494</div>
+
| <div id="Bloat291">Bloat291</div>
| INITIALIZING PREFERENCES ISSUE
+
| LAKE/SWAMP IMPROVEMENTS II
 
| (Future)
 
| (Future)
| There's a minor issue with unit preferences and which ones it knows about at which times.
+
| Mosquitoes and leeches.
 
|  
 
|  
 
|-
 
|-
| <div id="Req495">Req495</div>
+
| <div id="Bloat292">Bloat292</div>
| FISH SEARCH
+
| DEEP AND PERSISTENT SNOW
 
| (Future)
 
| (Future)
| Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
+
| Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.
 
|  
 
|  
 
|-
 
|-
| <div id="Req496">Req496</div>
+
| <div id="Bloat293">Bloat293</div>
| WORLD MIGRANT LINKS
+
| LOCAL ROADS
 
| (Future)
 
| (Future)
| Migrants joining towns on the world map don't get proper entity links.
+
| Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.
 
|  
 
|  
 
|-
 
|-
| <div id="Req497">Req497</div>
+
| <div id="Bloat294">Bloat294</div>
| RIVER STONES FOR ENTITIES
+
| CLEANING ADJACENT INACCESSIBLE SQUARES
 
| (Future)
 
| (Future)
| Civilizations don't use alluvial deposits properly.
+
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
 
|  
 
|  
 
|-
 
|-
| <div id="Req498">Req498</div>
+
| <div id="Bloat295">Bloat295</div>
| SAME-SQUARE MOVEMENT
+
| WEAPON TRAP EFFECTS
 
| (Future)
 
| (Future)
| There are some adventure mode issues with same-square interactions.
+
| Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.
 
|  
 
|  
 
|-
 
|-
| <div id="Req499">Req499</div>
+
| <div id="Bloat296">Bloat296</div>
| BETTER PRESSURE
+
| FINGERLESS GLOVES
| Completed
+
| (Future)
| Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
+
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
 
|  
 
|  
 
|-
 
|-
| <div id="Req500">Req500</div>
+
| <div id="Bloat297">Bloat297</div>
| SITE POPULATIONS
+
| CONTINUOUS ITEM AMOUNTS
 
| (Future)
 
| (Future)
| There are various little issues with site animal populations that need to be cleaned up.
+
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req501">Req501</div>
+
| <div id="Bloat298">Bloat298</div>
| MINOR WILDERNESS POP ISSUES
+
| IMPERFECT CONSTRUCTIONS
 
| (Future)
 
| (Future)
| There are some minor issues with the distributions of local wilderness populations.
+
| You should be able to intentionally build submasterpiece buildings and items.
 
|  
 
|  
 
|-
 
|-
| <div id="Req502">Req502</div>
+
| <div id="Bloat299">Bloat299</div>
| FROZEN WATER CONTAMINANTS
+
| FLATWORLD
 
| (Future)
 
| (Future)
| Contaminants for frozen liquids aren't tracked carefully enough.
+
| For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.
 
|  
 
|  
 
|-
 
|-
| <div id="Req503">Req503</div>
+
| <div id="Bloat300">Bloat300</div>
| FLIERS/SWIMMERS AND BUILDING TARGETING
+
| ARCHERY TRAINING MATERIALS
 
| (Future)
 
| (Future)
| Creatures with unusual movement types can't target buildings properly.
+
| Standing orders for archery training regarding which material to use.
 
|  
 
|  
 
|-
 
|-
| <div id="Req504">Req504</div>
+
| <div id="Bloat301">Bloat301</div>
| RUIN PLACEMENT
+
| BUILDING SQUARE BLOCKAGES
 
| (Future)
 
| (Future)
| Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
+
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
 
|  
 
|  
 
|-
 
|-
| <div id="Req505">Req505</div>
+
| <div id="Bloat302">Bloat302</div>
| CAVE-IN DUST
+
| CREATURE ART ELEMENTS
 
| (Future)
 
| (Future)
| Dust flows from cave-ins need to be generated more carefully.
+
| Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req506">Req506</div>
+
| <div id="Bloat303">Bloat303</div>
| IMPROVED CAVE-IN MECHANICS
+
| NOISE POLLUTION INDICATOR
 
| (Future)
 
| (Future)
| The cave-in framework isn't being used for much. There should be more requirements for supports again.
+
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from
 
|  
 
|  
 
|-
 
|-
| <div id="Req507">Req507</div>
+
| <div id="Bloat304">Bloat304</div>
| SOIL CAVE-INS
+
| UNDERGROUND TREE CAPS
 
| (Future)
 
| (Future)
| Certain rock/ground types shouldn't support anything by themselves.
+
| Evaluate elf tree caps with respect to underground tree farms.
 
|  
 
|  
 
|-
 
|-
| <div id="Req508">Req508</div>
+
| <div id="Bloat305">Bloat305</div>
| WALKING ON BUILDINGS
+
| GUILDS
 
| (Future)
 
| (Future)
| It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.
+
| Bring guild back more robustly as local and civ-wide organizations.
 
|  
 
|  
 
|-
 
|-
| <div id="Req509">Req509</div>
+
| <div id="Bloat306">Bloat306</div>
| CASTRATING ANIMALS
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req510">Req510</div>
+
| <div id="Bloat307">Bloat307</div>
| FIRES IN CONTAINERS
+
| DESCRIPTIVE INFO
 
| (Future)
 
| (Future)
| Fires should not be able to burn in sealed containers.
+
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
 
|  
 
|  
 
|-
 
|-
| <div id="Req511">Req511</div>
+
| <div id="Bloat308">Bloat308</div>
| ARMORED AGAINST JUSTICE
+
| QUALITY/DAMAGE CUSTOM STOCKPILES
 
| (Future)
 
| (Future)
| People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.
+
| Allow stockpiles to specify quality/damage state.
 
|  
 
|  
 
|-
 
|-
| <div id="Req512">Req512</div>
+
| <div id="Bloat309">Bloat309</div>
| PERSONAL HYGIENE
+
| SENSIBLE MIGRANT PROVISIONS
 
| (Future)
 
| (Future)
| Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.
+
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
 
|  
 
|  
 
|-
 
|-
| <div id="Req513">Req513</div>
+
| <div id="Bloat310">Bloat310</div>
| FOOD PLURALS
+
| STRICT STONE BUILDING MATERIAL REQUIREMENTS
 
| (Future)
 
| (Future)
| Food items need plurals (for the description screen for example).
+
| Some buildings require rock blocks where metal ones would do.
 
|  
 
|  
 
|-
 
|-
| <div id="Req514">Req514</div>
+
| <div id="Bloat311">Bloat311</div>
| MAP GENERATION BIAS
+
| UNIT INVENTORY DISPLAY
 
| (Future)
 
| (Future)
| The mid-level square maps never use the bottom right corner if all biome priorities are the same.
+
| Ability to see inventory somewhere on the unit profile screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req515">Req515</div>
+
| <div id="Bloat312">Bloat312</div>
| CONSTRUCTION BUILDING PLACEMENT
+
| MIGRANT CONTROL
 
| (Future)
 
| (Future)
| You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.
+
| Ability to refuse migrant groups with repercussions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req516">Req516</div>
+
| <div id="Bloat313">Bloat313</div>
| ELVES TRADING ANIMALS
+
| STOCKPILE CONSOLIDATION
 
| (Future)
 
| (Future)
| Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
+
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
 
|  
 
|  
 
|-
 
|-
| <div id="Req517">Req517</div>
+
| <div id="Bloat314">Bloat314</div>
| KIDNAP THOUGHT
+
| DESIGNATION SIZE INFO
 
| (Future)
 
| (Future)
| Children should have some kind of thought about being kidnapped.
+
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
 
|  
 
|  
 
|-
 
|-
| <div id="Req518">Req518</div>
+
| <div id="Bloat315">Bloat315</div>
| OFFICE WORK
+
| DESIGNATION SHAPES
 
| (Future)
 
| (Future)
| Proper office work should require a table by the chair.
+
| Option to designate with circles and custom templates.
 
|  
 
|  
 
|-
 
|-
| <div id="Req519">Req519</div>
+
| <div id="Bloat316">Bloat316</div>
| BEAST INTERRUPTIONS
+
| PIPE SECTIONS
 
| (Future)
 
| (Future)
| Beasts should not constantly interrupt workers that aren't actual under threat.
+
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
 
|  
 
|  
 
|-
 
|-
| <div id="Req520">Req520</div>
+
| <div id="Bloat317">Bloat317</div>
| EASY-TO-SKIP MEETING SCREENS
+
| PERSISTENT WILDS
 
| (Future)
 
| (Future)
| It's too easy to skip passed important meeting screens by pressing space.
+
| Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.
 
|  
 
|  
 
|-
 
|-
| <div id="Req521">Req521</div>
+
| <div id="Bloat318">Bloat318</div>
| WATERY RAMPS
+
| VARIOUS GRASSES
 
| (Future)
 
| (Future)
| Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
+
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
 
|  
 
|  
 
|-
 
|-
| <div id="Req522">Req522</div>
+
| <div id="Bloat319">Bloat319</div>
| FLYING UP
+
| IMPROVED BLOOD TRACKING
 
| (Future)
 
| (Future)
| In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
+
| It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
 
|  
 
|  
 
|-
 
|-
| <div id="Req523">Req523</div>
+
| <div id="Bloat320">Bloat320</div>
| STREAM WATER FEET
+
| WORLD-SPANNING FEATURES
 
| (Future)
 
| (Future)
| Stance points need to get water covers when walking over wet streams.
+
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req524">Req524</div>
+
| <div id="Bloat321">Bloat321</div>
| SALT WATER PONDS
+
| FOOTPRINTS
 
| (Future)
 
| (Future)
| You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
+
| Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.
 
|  
 
|  
 
|-
 
|-
| <div id="Req525">Req525</div>
+
| <div id="Bloat322">Bloat322</div>
| MORE RIVERS
+
| MISCELLANEOUS MATERIAL ACQUISITION
 
| (Future)
 
| (Future)
| Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.
+
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
 
|  
 
|  
 
|-
 
|-
| <div id="Req526">Req526</div>
+
| <div id="Bloat323">Bloat323</div>
| WOOD RAW TOKENS
+
| WIDER USE OF COLOR DEFINITIONS
 
| (Future)
 
| (Future)
| Wood raws are missing a lot of customizable properties that other materials have.
+
| Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
 
|  
 
|  
 
|-
 
|-
| <div id="Req527">Req527</div>
+
| <div id="Bloat324">Bloat324</div>
| PROMPT MEETINGS
+
| FOSSILS
 
| (Future)
 
| (Future)
| People that have meetings should take care of them promptly. The broker should get to the trade depot when called.
+
| Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
 
|  
 
|  
 
|-
 
|-
| <div id="Req528">Req528</div>
+
| <div id="Bloat325">Bloat325</div>
| SOME NEW STOCKPILE SETTINGS
+
| ADDITIONAL LIQUID TYPES
 
| (Future)
 
| (Future)
| People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
+
| Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.
 
|  
 
|  
 
|-
 
|-
| <div id="Req529">Req529</div>
+
| <div id="Bloat326">Bloat326</div>
| CONSTRUCTION WEAR
+
| SKY AND TOPO DISPLAY
 
| (Future)
 
| (Future)
| Constructions don't wear down in the same way that regular smoothed walls do.
+
| Add various optional methods for visualizing the 3D stuffs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req530">Req530</div>
+
| <div id="Bloat327">Bloat327</div>
| ORE/ALLOY AMOUNT PROBLEMS
+
| VARIOUS RIDING POSITIONS
 
| (Future)
 
| (Future)
| Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.
+
| When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.
 
|  
 
|  
 
|-
 
|-
| <div id="Req531">Req531</div>
+
| <div id="Bloat328">Bloat328</div>
| IMPROVED WORLD MAP DURING EMBARK
+
| IMPROVED SEASHORES
 
| (Future)
 
| (Future)
| The tiles on the world map should be more representative of what's actually there.
+
| Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req532">Req532</div>
+
| <div id="Bloat329">Bloat329</div>
| EDGE PROJECTILES
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Ammunition fired at the edge of the play area shouldn't bounce against it.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req533">Req533</div>
+
| <div id="Bloat330">Bloat330</div>
| BUILDING CONSTRUCTION INCONSISTENCIES
+
| CLEANSING EVIL AREAS
 
| (Future)
 
| (Future)
| There are some issues about diagonal access and so on with building constructions.
+
| The cleansing of evil areas needs to be put back in after tracking is improved.
 
|  
 
|  
 
|-
 
|-
| <div id="Req534">Req534</div>
+
| <div id="Bloat331">Bloat331</div>
| MINING SIDES
+
| PRESSURE EQUILIBRIUM
 
| (Future)
 
| (Future)
| Dwarves sometimes go on a long detour to mine a wall from a particular side.
+
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
 
|  
 
|  
 
|-
 
|-
| <div id="Req535">Req535</div>
+
| <div id="Bloat332">Bloat332</div>
| WATER CONTAMINANT CONTROLS
+
| PATTERN FLYING CRITTERS
 
| (Future)
 
| (Future)
| Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.
+
| Put the pattern flying cave feature critters back in.
 
|  
 
|  
 
|-
 
|-
| <div id="Req536">Req536</div>
+
| <div id="Bloat333">Bloat333</div>
| MAP BOULDER
+
| ARMOR CONTAMINATION FROM BLEEDING
 
| (Future)
 
| (Future)
| Should be able to pull up a stone object from boulder tiles.
+
| Requires location specific bleeding information, tied to scarring and infection.
 
|  
 
|  
 
|-
 
|-
| <div id="Req537">Req537</div>
+
| <div id="Bloat334">Bloat334</div>
| MASTER RECORD KEEPER
+
| IMPROVE LIQUID SINK DIRECTION
 
| (Future)
 
| (Future)
| Record keepers gain skill too quickly.
+
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
 
|  
 
|  
 
|-
 
|-
| <div id="Req538">Req538</div>
+
| <div id="Bloat335">Bloat335</div>
| MORE VEGETATION CONTROL
+
| IMPROVED FARMING
 
| (Future)
 
| (Future)
| Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
+
| Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.
 
|  
 
|  
 
|-
 
|-
| <div id="Req539">Req539</div>
+
| <div id="Bloat336">Bloat336</div>
| UNDIGNIFIED DIGGING
+
| ITEM PLACEMENT VERSUS SMALL AREAS
 
| (Future)
 
| (Future)
| Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.
+
| Check some issues with the placement of objects versus small isolated areas.
 
|  
 
|  
 
|-
 
|-
| <div id="Req540">Req540</div>
+
| <div id="Bloat337">Bloat337</div>
| FULL REACTION CLASSES
+
| PEAT
 
| (Future)
 
| (Future)
| Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
+
| Make peat more than just another soil type.
 
|  
 
|  
 
|-
 
|-
| <div id="Req541">Req541</div>
+
| <div id="Bloat338">Bloat338</div>
| WATERPROOF AXLES
+
| MORE OUTDOOR MAP FEATURES
 
| (Future)
 
| (Future)
| Somebody wanted to stick an axle through a wall without it leaking everywhere.
+
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req542">Req542</div>
+
| <div id="Bloat339">Bloat339</div>
| NOBLE QUEUE ISSUES
+
| RIVER OVERFLOWS
 
| (Future)
 
| (Future)
| The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
+
| River overflows and the return of the associated farming techniques.
 
|  
 
|  
 
|-
 
|-
| <div id="Req543">Req543</div>
+
| <div id="Bloat340">Bloat340</div>
| MEETING/CONVERSATION/GAME/PARTY LINKS
+
| BOULDER REMOVAL
 
| (Future)
 
| (Future)
| Many social activities in the game should be further organized and consolidated.
+
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
 
|  
 
|  
 
|-
 
|-
| <div id="Req544">Req544</div>
+
| <div id="Bloat341">Bloat341</div>
| WORK ANIMAL ASSIGNMENT
+
| STUCK-IN CONTAMINANTS
 
| (Future)
 
| (Future)
| There are various issues with work animal assignment. It needs to be updated.
+
| Issues with contaminants on item that becomes stuck inside another creature.
 
|  
 
|  
 
|-
 
|-
| <div id="Req545">Req545</div>
+
| <div id="Bloat342">Bloat342</div>
| LAZY COMMANDERS
+
| MIGRANT HISTORICAL EVENTS
 
| (Future)
 
| (Future)
| In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
+
| Some issues with migrants and associated historical events.
 
|  
 
|  
 
|-
 
|-
| <div id="Req546">Req546</div>
+
| <div id="Bloat343">Bloat343</div>
| MORE FARM FAILURE INFORMATION
+
| CLIMBING
 
| (Future)
 
| (Future)
| Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.
+
| Ability to climb terrain that would be otherwise impassable.
 
|  
 
|  
 
|-
 
|-
| <div id="Req547">Req547</div>
+
| <div id="Bloat344">Bloat344</div>
| AUTOSAVE NAME CONFUSION
+
| RELIGIONS AND CULTS
 
| (Future)
 
| (Future)
| Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
+
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.
 
|  
 
|  
 
|-
 
|-
| <div id="Req548">Req548</div>
+
| <div id="Bloat345">Bloat345</div>
| IN-GAME INIT OPTION ACCESS
+
| WEB MOVEMENT
 
| (Future)
 
| (Future)
| You should be able to change any reasonable init option within the game (flows as numbers, etc.).
+
| Creatures that spin large webs should be able to move along the web, even in open space.
 
|  
 
|  
 
|-
 
|-
| <div id="Req549">Req549</div>
+
| <div id="Bloat346">Bloat346</div>
| PERSONALITY VS. PROFESSION
+
| SUPER NIGHT SKY
 
| (Future)
 
| (Future)
| Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.
+
| Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.
 
|  
 
|  
 
|-
 
|-
| <div id="Req550">Req550</div>
+
| <div id="Bloat347">Bloat347</div>
| CEILING INFORMATION
+
| HEREDITY
 
| (Future)
 
| (Future)
| You should be given at least some information about the ceiling above a tile in certain circumstances.
+
| Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
 
|  
 
|  
 
|-
 
|-
| <div id="Req551">Req551</div>
+
| <div id="Bloat348">Bloat348</div>
| LOADED AREA IN OCEAN
+
| LINGUISTICS
 
| (Future)
 
| (Future)
| It keeps track of too many Z levels when you swim deep out into the ocean.
+
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req552">Req552</div>
+
| <div id="Bloat349">Bloat349</div>
| STUCK AND CAN'T DIG
+
| UNIT NAMES
 
| (Future)
 
| (Future)
| Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
+
| Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.
 
|  
 
|  
 
|-
 
|-
| <div id="Req553">Req553</div>
+
| <div id="Bloat350">Bloat350</div>
| FLOWS VERSUS TREES
+
| MORE MECHANISMS
 
| (Future)
 
| (Future)
| Water and magma should be able to flow passed (and burn for magma) trees.
+
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
 
|  
 
|  
 
|-
 
|-
| <div id="Req554">Req554</div>
+
| <div id="Bloat351">Bloat351</div>
| WALLS VERSUS MAGMA
+
| UNAWARE OF PROFESSIONS
 
| (Future)
 
| (Future)
| Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
+
| Your adventurer should not know somebody is a "guard" for example without knowing a bit about the civilization or at least doing some observation.
 
|  
 
|  
 
|-
 
|-
| <div id="Req555">Req555</div>
+
| <div id="Bloat352">Bloat352</div>
| MORE EFFECTIVE TRADE AGREEMENTS
+
| RIVER/LAKE IMPROVEMENTS
 
| (Future)
 
| (Future)
| Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
+
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
 
|  
 
|  
 
|-
 
|-
| <div id="Req556">Req556</div>
+
| <div id="Bloat353">Bloat353</div>
| SAVING SOUND OPTIONS
+
| BARRACKS FUNCTION SPLIT
 
| (Future)
 
| (Future)
| You should be able to save sound options back to the init file from the sound options menu.
+
| The barracks has various functions, and you should be able to say what goes on in a given barracks.
 
|  
 
|  
 
|-
 
|-
| <div id="Req557">Req557</div>
+
| <div id="Bloat354">Bloat354</div>
| FROZEN RIVER SOURCES
+
| SAVE KITCHEN SETTINGS
 
| (Future)
 
| (Future)
| River source squares that are just going to stack water on ice squares shouldn't make water.
+
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
 
|  
 
|  
 
|-
 
|-
| <div id="Req558">Req558</div>
+
| <div id="Bloat355">Bloat355</div>
| MORE INFORMATION ABOUT ITEMS IN USE
+
| TAKING NOTES
| (Future)
+
| Completed
| Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
+
| It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
 
|  
 
|  
 
|-
 
|-
| <div id="Req559">Req559</div>
+
| <div id="Bloat356">Bloat356</div>
| POST-EMBARK LOAD INDICATOR
+
| IMPROVED FISHING
 
| (Future)
 
| (Future)
| After getting through the final embark screen, it can leave you hanging for quite a while.
+
| Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.
 
|  
 
|  
 
|-
 
|-
| <div id="Req560">Req560</div>
+
| <div id="Bloat357">Bloat357</div>
| WORKSHOP PROFILE CHANGE
+
| HOLDING BREATH
 
| (Future)
 
| (Future)
| When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
+
| Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.
 
|  
 
|  
 
|-
 
|-
| <div id="Req561">Req561</div>
+
| <div id="Bloat358">Bloat358</div>
| LOCAL WILDERNESS POPULATION REPLENISHMENT
+
| MACROS
 
| (Future)
 
| (Future)
| Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
+
| You should be able to make keyboard macros to perform complicated repetitive actions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req562">Req562</div>
+
| <div id="Bloat359">Bloat359</div>
| ROOMS FOR APPOINTEES
+
| UNCONVENTIONAL AMMUNITION
 
| (Future)
 
| (Future)
| Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
+
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
 
|  
 
|  
 
|-
 
|-
| <div id="Req563">Req563</div>
+
| <div id="Bloat360">Bloat360</div>
| CONSORT POSITION
+
| OTHER WATER SOURCES
 
| (Future)
 
| (Future)
| Need to handle the position of consorts in the case that their spouses die.
+
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req564">Req564</div>
+
| <div id="Bloat361">Bloat361</div>
| MORE CUSTOMIZATION FOR UNITS
+
| EMBARK PROFESSION UPDATE
 
| (Future)
 
| (Future)
| You can set their type names, but being able to set colors or custom tiles should also be possible.
+
| As you change skills on the embark screen, it should show the dwarf's resulting profession.
 
|  
 
|  
 
|-
 
|-
| <div id="Req565">Req565</div>
+
| <div id="Bloat362">Bloat362</div>
| CAGE CLEANING
+
| VERMIN BODIES
 
| (Future)
 
| (Future)
| You need to be able to free cages of all the various filth that collects there.
+
| Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.
 
|  
 
|  
 
|-
 
|-
| <div id="Req566">Req566</div>
+
| <div id="Bloat363">Bloat363</div>
| SKY AND ICE
+
| FURNITURE FLUX
 
| (Future)
 
| (Future)
| Need to make ice and sky look different, since there are conflicts at night.
+
| You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.
 
|  
 
|  
 
|-
 
|-
| <div id="Req567">Req567</div>
+
| <div id="Bloat364">Bloat364</div>
| SMOOTHING AND ENGRAVING SKILLS
+
| SITE RECTANGLE INFORMATION
 
| (Future)
 
| (Future)
| They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
+
| Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.
 
|  
 
|  
 
|-
 
|-
| <div id="Req568">Req568</div>
+
| <div id="Bloat365">Bloat365</div>
| LIMB BLOOD DROPPING
+
| GLACIER/OCEAN INTERFACE
 
| (Future)
 
| (Future)
| Bloody limbs that fly up in the air don't drop blood.
+
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
 
|  
 
|  
 
|-
 
|-
| <div id="Req569">Req569</div>
+
| <div id="Bloat366">Bloat366</div>
| BETTER TERRAIN ESCAPE
+
| SMOOTHER ELEVATION CHANGES
 
| (Future)
 
| (Future)
| There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
+
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
 
|  
 
|  
 
|-
 
|-
| <div id="Req570">Req570</div>
+
| <div id="Bloat367">Bloat367</div>
| VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT
+
| WATER ON BUILDINGS DISPLAY
 
| (Future)
 
| (Future)
| It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
+
| Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.
 
|  
 
|  
 
|-
 
|-
| <div id="Req571">Req571</div>
+
| <div id="Bloat368">Bloat368</div>
| STANDING IS GOOD
+
| GENDER-BASED PICTURES
| Completed
+
| (Future)
| If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
+
| You should be able to further specify which graphical tiles are used if you like.
 
|  
 
|  
 
|-
 
|-
| <div id="Req572">Req572</div>
+
| <div id="Bloat369">Bloat369</div>
| PLEASE FORM A LINE
+
| LEGENDARY SWIM SPEED
 
| (Future)
 
| (Future)
| Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
+
| It could afford to make finer gradations for swim skill passed legendary.
 
|  
 
|  
 
|-
 
|-
| <div id="Req573">Req573</div>
+
| <div id="Bloat370">Bloat370</div>
| BOOZE THE WOUNDED
+
| ITEMS AND GRATES/BARS
 
| (Future)
 
| (Future)
| Wounded dwarves should be brought booze in the absence of or even instead of water.
+
| Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).
 
|  
 
|  
 
|-
 
|-
| <div id="Req574">Req574</div>
+
| <div id="Bloat371">Bloat371</div>
| BUILDING MECHANISM LOSS
+
| SUBORDINATE SITE POPULATIONS
 
| (Future)
 
| (Future)
| Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
+
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
 
|  
 
|  
 
|-
 
|-
| <div id="Req575">Req575</div>
+
| <div id="Bloat372">Bloat372</div>
| UNDERWATER PROJECTILES
+
| MORE WITH TRAPS
 
| (Future)
 
| (Future)
| Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
+
| Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.
 
|  
 
|  
 
|-
 
|-
| <div id="Req576">Req576</div>
+
| <div id="Bloat373">Bloat373</div>
| WANDERING FEATURE POPULATIONS
+
| IMPROVED DRUNKS
 
| (Future)
 
| (Future)
| Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
+
| Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.
 
|  
 
|  
 
|-
 
|-
| <div id="Req577">Req577</div>
+
| <div id="Bloat374">Bloat374</div>
| AMMO PRICES
+
| CONVERSATION SKILLS IN ADVENTURE MODE
 
| (Future)
 
| (Future)
| All prices have problems, but improved ammo is especially ridiculous.
+
| With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Req578">Req578</div>
+
| <div id="Bloat375">Bloat375</div>
| SAME SQUARE DRINKING
+
| PRIVACY AND ADVENTURE MODE CONVERSATIONS
 
| (Future)
 
| (Future)
| If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
+
| Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.
 
|  
 
|  
 
|-
 
|-
| <div id="Req579">Req579</div>
+
| <div id="Bloat376">Bloat376</div>
| CAGE TRAP CONTROLS
+
| TALKING TO GODS
 
| (Future)
 
| (Future)
| Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
+
| Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.
 
|  
 
|  
 
|-
 
|-
| <div id="Req580">Req580</div>
+
| <div id="Bloat377">Bloat377</div>
| FLUID TEMPERATURE TRANSFER
+
| TEMPLE-SPECIFIC TASKS
 
| (Future)
 
| (Future)
| It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
+
| High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.
 
|  
 
|  
 
|-
 
|-
| <div id="Req581">Req581</div>
+
| <div id="Bloat378">Bloat378</div>
| CONTAMINANTS WITH CONTAMINANTS
+
| MORE BUILDING CONVERSATION
 
| (Future)
 
| (Future)
| It needs to track whether you are covered with salt/filthy water for example.
+
| Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req582">Req582</div>
+
| <div id="Bloat379">Bloat379</div>
| UPWARD DIAGONAL MOVEMENT RATES
+
| LEGEND SUBSET SELECTION
 
| (Future)
 
| (Future)
| It only applies a speed modifier to horizontal diagonal movement.
+
| The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.
 
|  
 
|  
 
|-
 
|-
| <div id="Req583">Req583</div>
+
| <div id="Bloat380">Bloat380</div>
| REWALLING IN WATER
+
| MOODS AND IMPRESSIONS
 
| (Future)
 
| (Future)
| You should be able to drop some simple constructions down into the water, as long as it's reasonable.
+
| In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.
 
|  
 
|  
 
|-
 
|-
| <div id="Req584">Req584</div>
+
| <div id="Bloat381">Bloat381</div>
| MORE CONTROL OVER ROOMS
+
| GENERALIZE ARCHITECTURE SYSTEM
 
| (Future)
 
| (Future)
| You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
+
| The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req585">Req585</div>
+
| <div id="Bloat382">Bloat382</div>
| SNOWY WORLD GEN MAP
+
| MORE SPHERE LINKS FOR TEMPLES
 
| (Future)
 
| (Future)
| The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
+
| Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.
 
|  
 
|  
 
|-
 
|-
| <div id="Req586">Req586</div>
+
| <div id="Bloat383">Bloat383</div>
| FORMER ENTITY MEMBER STATUS
+
| GOBLIN DUNGEONS
 
| (Future)
 
| (Future)
| Former entity members need to have that status tracked more explicitly.
+
| The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.
 
|  
 
|  
|-
+
|}
| <div id="Req587">Req587</div>
+
 
| SUCCESSION
+
=Power Goals=
| (Future)
+
 
| New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
 
|
 
|-
 
| <div id="Req588">Req588</div>
 
| ADVENTURE MODE TOWN BED USE
 
| (Future)
 
| Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
 
|
 
|-
 
| <div id="Req589">Req589</div>
 
| CONSORT HANDLING
 
| (Future)
 
| There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.
 
|
 
|}
 
 
 
=Power Goals=
 
 
 
 
Power Goals are the ultimate missions for the future.
 
Power Goals are the ultimate missions for the future.
 
  
 
{| class="wikitable" valign="top"
 
{| class="wikitable" valign="top"
 +
|- style="background:#EFEFEF"
 +
! style="width:10%"| PowerGoal
 +
! style="width:20%"| Name
 +
! style="width:10%"| Status
 +
! style="width:60%"| Description
 
|-
 
|-
| style="width:100%;"| <div id="PowerGoal 1">PowerGoal 1, MIGHTY ARMIES, (Future): Mighty one-square armies burning villages or reeducating people to their entity.</div>
+
| <div id="PowerGoal_1">PowerGoal 1</div>
 +
| MIGHTY ARMIES
 +
| (Future)
 +
| Mighty one-square armies burning villages or reeducating people to their entity.
 
|-
 
|-
| <div id="PowerGoal 2">PowerGoal 2, DWARVEN ARMIES, (Future): Organize dwarven armies and use them to attack villages and caves on the overland map.</div>
+
| <div id="PowerGoal_2">PowerGoal 2</div>
 +
| DWARVEN ARMIES
 +
| (Future)
 +
| Organize dwarven armies and use them to attack villages and caves on the overland map.
 
|-
 
|-
| <div id="PowerGoal 3">PowerGoal 3, SIEGE DEFENSE, (Future): Armies torment enemy soldiers from the safety of a castle.</div>
+
| <div id="PowerGoal_3">PowerGoal 3</div>
 +
| SIEGE DEFENSE
 +
| (Future)
 +
| Armies torment enemy soldiers from the safety of a castle.
 
|-
 
|-
| <div id="PowerGoal 4">PowerGoal 4, SIEGE PRESSURE, (Future): After a long siege, starving citizens eat the dead and whatever else they might fancy.</div>
+
| <div id="PowerGoal_4">PowerGoal 4</div>
 +
| SIEGE PRESSURE
 +
| (Future)
 +
| After a long siege, starving citizens eat the dead and whatever else they might fancy.
 
|-
 
|-
| <div id="PowerGoal 5">PowerGoal 5, SIEGE POWER, (Future): Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.</div>
+
| <div id="PowerGoal_5">PowerGoal 5</div>
 +
| SIEGE POWER
 +
| (Future)
 +
| Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.
 
|-
 
|-
| <div id="PowerGoal 6">PowerGoal 6, FIGHT AND DIE IN ELONGATED WARS, (Future): You join up with an army and follow it around.</div>
+
| <div id="PowerGoal_6">PowerGoal 6</div>
 +
| FIGHT AND DIE IN ELONGATED WARS
 +
| (Future)
 +
| You join up with an army and follow it around.
 
|-
 
|-
| <div id="PowerGoal 7">PowerGoal 7, THE ONE LEFT BEHIND, (Future): You have a conversation with somebody whose parent died in a war.</div>
+
| <div id="PowerGoal_7">PowerGoal 7</div>
 +
| THE ONE LEFT BEHIND
 +
| (Future)
 +
| You have a conversation with somebody whose parent died in a war.
 
|-
 
|-
| <div id="PowerGoal 8">PowerGoal 8, NEW SOLDIERS, (Future): You conquer a city and take prisoners back to home, pressing them into service.</div>
+
| <div id="PowerGoal_8">PowerGoal 8</div>
 +
| NEW SOLDIERS
 +
| (Future)
 +
| You conquer a city and take prisoners back to home, pressing them into service.
 
|-
 
|-
| <div id="PowerGoal 9">PowerGoal 9, BETTIN' ON FORGETTIN', (Future): You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.</div>
+
| <div id="PowerGoal_9">PowerGoal 9</div>
 +
| BETTIN' ON FORGETTIN'
 +
| (Future)
 +
| You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.
 
|-
 
|-
| <div id="PowerGoal 10">PowerGoal 10, HELP US!, (Future): A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.</div>
+
| <div id="PowerGoal_10">PowerGoal 10</div>
 +
| HELP US!
 +
| (Future)
 +
| A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.
 
|-
 
|-
| <div id="PowerGoal 11">PowerGoal 11, GHOST TOWN, (Future): A village that was razed becomes peopled by zombies of the dead.</div>
+
| <div id="PowerGoal_11">PowerGoal 11</div>
 +
| GHOST TOWN
 +
| (Future)
 +
| A village that was razed becomes peopled by zombies of the dead.
 
|-
 
|-
| <div id="PowerGoal 12">PowerGoal 12, CLAIM THE THRONE, (Future): You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.</div>
+
| <div id="PowerGoal_12">PowerGoal 12</div>
 +
| CLAIM THE THRONE
 +
| (Future)
 +
| You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.
 
|-
 
|-
| <div id="PowerGoal 13">PowerGoal 13, ARTIFACT QUEST, (Future): You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.</div>
+
| <div id="PowerGoal_13">PowerGoal 13</div>
 +
| ARTIFACT QUEST
 +
| (Future)
 +
| You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.
 
|-
 
|-
| <div id="PowerGoal 14">PowerGoal 14, THE SYSTEM, (Future): You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.</div>
+
| <div id="PowerGoal_14">PowerGoal 14</div>
 +
| THE SYSTEM
 +
| (Future)
 +
| You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.
 
|-
 
|-
| <div id="PowerGoal 15">PowerGoal 15, REVENGE AND THE WILDERNESS, (Future): Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.</div>
+
| <div id="PowerGoal_15">PowerGoal 15</div>
 +
| REVENGE AND THE WILDERNESS
 +
| (Future)
 +
| Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.
 
|-
 
|-
| <div id="PowerGoal 16">PowerGoal 16, CARE FOR YOUR STEEDS!, (Future): You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.</div>
+
| <div id="PowerGoal_16">PowerGoal 16</div>
 +
| CARE FOR YOUR STEEDS!
 +
| (Future)
 +
| You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.
 
|-
 
|-
| <div id="PowerGoal 17">PowerGoal 17, THE AFTERMATH, (Future): Numerous scavengers pick through the remains on a recent battlefield, squabbling.</div>
+
| <div id="PowerGoal_17">PowerGoal 17</div>
 +
| THE AFTERMATH
 +
| (Future)
 +
| Numerous scavengers pick through the remains on a recent battlefield, squabbling.
 
|-
 
|-
| <div id="PowerGoal 18">PowerGoal 18, THE WILY USURPER, (Future): The evil advisor usurps the throne from the rightful heir.</div>
+
| <div id="PowerGoal_18">PowerGoal 18</div>
 +
| THE WILY USURPER
 +
| (Future)
 +
| The evil advisor usurps the throne from the rightful heir.
 
|-
 
|-
| <div id="PowerGoal 19">PowerGoal 19, I HAVE PROOF!, (Future): You walk into a town and shout "Behold! The left head of the ettin which I slew!"</div>
+
| <div id="PowerGoal_19">PowerGoal 19</div>
 +
| I HAVE PROOF!
 +
| (Future)
 +
| You walk into a town and shout "Behold! The left head of the ettin which I slew!"
 
|-
 
|-
| <div id="PowerGoal 20">PowerGoal 20, SETTLING DOWN, (Future): After proving yourself in battle, you accept a gift and the hand of your spouse.</div>
+
| <div id="PowerGoal_20">PowerGoal 20</div>
 +
| SETTLING DOWN
 +
| (Future)
 +
| After proving yourself in battle, you accept a gift and the hand of your spouse.
 
|-
 
|-
| <div id="PowerGoal 21">PowerGoal 21, THERE ARE WOMEN UPRIVER!, (Future): You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.</div>
+
| <div id="PowerGoal_21">PowerGoal 21</div>
 +
| THERE ARE WOMEN UPRIVER!
 +
| (Future)
 +
| You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.
 
|-
 
|-
| <div id="PowerGoal 22">PowerGoal 22, MIDNIGHT SAPPER, (Future): In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.</div>
+
| <div id="PowerGoal_22">PowerGoal 22</div>
 +
| MIDNIGHT SAPPER
 +
| (Future)
 +
| In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.
 
|-
 
|-
| <div id="PowerGoal 23">PowerGoal 23, SO YOU CAN FEEL IT, (Future): The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.</div>
+
| <div id="PowerGoal_23">PowerGoal 23</div>
 +
| SO YOU CAN FEEL IT
 +
| (Future)
 +
| The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.
 
|-
 
|-
| <div id="PowerGoal 24">PowerGoal 24, MERCHANT TRAITOR, (Future): You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.</div>
+
| <div id="PowerGoal_24">PowerGoal 24</div>
 +
| MERCHANT TRAITOR
 +
| (Future)
 +
| You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.
 
|-
 
|-
| <div id="PowerGoal 25">PowerGoal 25, STRONG ARM ROBBERY, (Future): You walk up to somebody and say "give me your tunic" and the guy says "a.. anything you want".</div>
+
| <div id="PowerGoal_25">PowerGoal 25</div>
 +
| STRONG ARM ROBBERY
 +
| (Future)
 +
| You walk up to somebody and say "give me your tunic" and the guy says "a.. anything you want".
 
|-
 
|-
| <div id="PowerGoal 26">PowerGoal 26, THE INTIMIDATOR, (Future): You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.</div>
+
| <div id="PowerGoal_26">PowerGoal 26</div>
 +
| THE INTIMIDATOR
 +
| (Future)
 +
| You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.
 
|-
 
|-
| <div id="PowerGoal 27">PowerGoal 27, HUNT THE CYCLOPS, (Future): The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.</div>
+
| <div id="PowerGoal_27">PowerGoal 27</div>
 +
| HUNT THE CYCLOPS
 +
| (Future)
 +
| The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.
 
|-
 
|-
| <div id="PowerGoal 28">PowerGoal 28, RELEASE THE HOUNDS, (Future): You shoot somebody in the leg, and he starts limping. Then you release the hounds.</div>
+
| <div id="PowerGoal_28">PowerGoal 28</div>
 +
| RELEASE THE HOUNDS
 +
| (Future)
 +
| You shoot somebody in the leg, and he starts limping. Then you release the hounds.
 
|-
 
|-
| <div id="PowerGoal 29">PowerGoal 29, EVIDENCE OF SHAME, (Future): The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.</div>
+
| <div id="PowerGoal_29">PowerGoal 29</div>
 +
| EVIDENCE OF SHAME
 +
| (Future)
 +
| The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.
 
|-
 
|-
| <div id="PowerGoal 30">PowerGoal 30, DECLAWED SNACK, (Future): You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.</div>
+
| <div id="PowerGoal_30">PowerGoal 30</div>
 +
| DECLAWED SNACK
 +
| (Future)
 +
| You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.
 
|-
 
|-
| <div id="PowerGoal 31">PowerGoal 31, YOUR DAD AND JUSTICE, (Future): You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.</div>
+
| <div id="PowerGoal_31">PowerGoal 31</div>
 +
| YOUR DAD AND JUSTICE
 +
| (Future)
 +
| You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.
 
|-
 
|-
| <div id="PowerGoal 32">PowerGoal 32, IT MUST BE POSSIBLE!, (Future): After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.</div>
+
| <div id="PowerGoal_32">PowerGoal 32</div>
 +
| IT MUST BE POSSIBLE!
 +
| (Future)
 +
| After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.
 
|-
 
|-
| <div id="PowerGoal 33">PowerGoal 33, CARAVAN CONSPIRACY, (Future): The outlaws meet in the tavern to plot the robbery of the next caravan.</div>
+
| <div id="PowerGoal_33">PowerGoal 33</div>
 +
| CARAVAN CONSPIRACY
 +
| (Future)
 +
| The outlaws meet in the tavern to plot the robbery of the next caravan.
 
|-
 
|-
| <div id="PowerGoal 34">PowerGoal 34, BLESS OUR HERO ON THE QUEST, (Future): Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.</div>
+
| <div id="PowerGoal_34">PowerGoal 34</div>
 +
| BLESS OUR HERO ON THE QUEST
 +
| (Future)
 +
| Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.
 
|-
 
|-
| <div id="PowerGoal 35">PowerGoal 35, LEG BREAKER, (Future): You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.</div>
+
| <div id="PowerGoal_35">PowerGoal 35</div>
 +
| LEG BREAKER
 +
| (Future)
 +
| You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.
 
|-
 
|-
| <div id="PowerGoal 36">PowerGoal 36, NOT WELCOME HERE, (Future): You - "How do I find the capital?" Peasant - (spits on the ground)</div>
+
| <div id="PowerGoal_36">PowerGoal 36</div>
 +
| NOT WELCOME HERE
 +
| (Future)
 +
| You - "How do I find the capital?" Peasant - (spits on the ground)
 
|-
 
|-
| <div id="PowerGoal 37">PowerGoal 37, BLOOD IN BLOOD OUT, (Future): All the warriors come together and toast you into their band after you kill one of their compatriots.</div>
+
| <div id="PowerGoal_37">PowerGoal 37</div>
 +
| BLOOD IN BLOOD OUT
 +
| (Future)
 +
| All the warriors come together and toast you into their band after you kill one of their compatriots.
 
|-
 
|-
| <div id="PowerGoal 38">PowerGoal 38, MORNING TEMPERANCE, (Future): You are banished from the town for drinking before noon.</div>
+
| <div id="PowerGoal_38">PowerGoal 38</div>
 +
| MORNING TEMPERANCE
 +
| (Future)
 +
| You are banished from the town for drinking before noon.
 
|-
 
|-
| <div id="PowerGoal 39">PowerGoal 39, RESPECTING AUTHORITY, (Future): After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.</div>
+
| <div id="PowerGoal_39">PowerGoal 39</div>
 +
| RESPECTING AUTHORITY
 +
| (Future)
 +
| After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.
 
|-
 
|-
| <div id="PowerGoal 40">PowerGoal 40, THE MARKS OF A WARRIOR, (Future): You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.</div>
+
| <div id="PowerGoal_40">PowerGoal 40</div>
 +
| THE MARKS OF A WARRIOR
 +
| (Future)
 +
| You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.
 
|-
 
|-
| <div id="PowerGoal 41">PowerGoal 41, THE ARENA, (Future): You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.</div>
+
| <div id="PowerGoal_41">PowerGoal 41</div>
 +
| THE ARENA
 +
| (Future)
 +
| You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.
 
|-
 
|-
| <div id="PowerGoal 42">PowerGoal 42, THE BLACK CAPS, (Future): The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.</div>
+
| <div id="PowerGoal_42">PowerGoal 42</div>
 +
| THE BLACK CAPS
 +
| (Future)
 +
| The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.
 
|-
 
|-
| <div id="PowerGoal 43">PowerGoal 43, LET'S HAVE A DRINK!, (Future): You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.</div>
+
| <div id="PowerGoal_43">PowerGoal 43</div>
 +
| LET'S HAVE A DRINK!
 +
| (Future)
 +
| You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.
 
|-
 
|-
| <div id="PowerGoal 44">PowerGoal 44, PATIENT PRIEST, (Future): The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.</div>
+
| <div id="PowerGoal_44">PowerGoal 44</div>
 +
| PATIENT PRIEST
 +
| (Future)
 +
| The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.
 
|-
 
|-
| <div id="PowerGoal 45">PowerGoal 45, MEET THE CYBERFIST, (Future): You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.</div>
+
| <div id="PowerGoal_45">PowerGoal 45</div>
 +
| MEET THE CYBERFIST
 +
| (Future)
 +
| You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.
 
|-
 
|-
| <div id="PowerGoal 46">PowerGoal 46, THE GIANT ASS BOOK, (Future): You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.</div>
+
| <div id="PowerGoal_46">PowerGoal 46</div>
 +
| THE GIANT ASS BOOK
 +
| (Future)
 +
| You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.
 
|-
 
|-
| <div id="PowerGoal 47">PowerGoal 47, PLEA BARGAIN, (Future): A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.</div>
+
| <div id="PowerGoal_47">PowerGoal 47</div>
 +
| PLEA BARGAIN
 +
| (Future)
 +
| A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.
 
|-
 
|-
| <div id="PowerGoal 48">PowerGoal 48, ROAD HOUSE, (Future): Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.</div>
+
| <div id="PowerGoal_48">PowerGoal 48</div>
 +
| ROAD HOUSE
 +
| (Future)
 +
| Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.
 
|-
 
|-
| <div id="PowerGoal 49">PowerGoal 49, SCREAM BALL, (Future): Trolls take the captives and see if they can throw them all the way over the chasm to each other.</div>
+
| <div id="PowerGoal_49">PowerGoal 49</div>
 +
| SCREAM BALL
 +
| (Future)
 +
| Trolls take the captives and see if they can throw them all the way over the chasm to each other.
 
|-
 
|-
| <div id="PowerGoal 50">PowerGoal 50, SKULL GAMES, (Future): Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.</div>
+
| <div id="PowerGoal_50">PowerGoal 50</div>
 +
| SKULL GAMES
 +
| (Future)
 +
| Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.
 
|-
 
|-
| <div id="PowerGoal 51">PowerGoal 51, BAD GOBLINS, (Future): Goblins play "who can make the prisoner scream the loudest".</div>
+
| <div id="PowerGoal_51">PowerGoal 51</div>
 +
| BAD GOBLINS
 +
| (Future)
 +
| Goblins play "who can make the prisoner scream the loudest".
 
|-
 
|-
| <div id="PowerGoal 52">PowerGoal 52, BEAST OF BURDEN, (Future): Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.</div>
+
| <div id="PowerGoal_52">PowerGoal 52</div>
 +
| BEAST OF BURDEN
 +
| (Future)
 +
| Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.
 
|-
 
|-
| <div id="PowerGoal 53">PowerGoal 53, MESSALA, (Future): The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.</div>
+
| <div id="PowerGoal_53">PowerGoal 53</div>
 +
| MESSALA
 +
| (Future)
 +
| The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.
 
|-
 
|-
| <div id="PowerGoal 54">PowerGoal 54, OFFICIAL CATTLE RUSTLER, (Future): You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.</div>
+
| <div id="PowerGoal_54">PowerGoal 54</div>
 +
| OFFICIAL CATTLE RUSTLER
 +
| (Future)
 +
| You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.
 
|-
 
|-
| <div id="PowerGoal 55">PowerGoal 55, THE CORRUPT CAPTAIN, (Future): The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.</div>
+
| <div id="PowerGoal_55">PowerGoal 55</div>
 +
| THE CORRUPT CAPTAIN
 +
| (Future)
 +
| The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.
 
|-
 
|-
| <div id="PowerGoal 56">PowerGoal 56, AN UNFORTUNATE DECISION, (Future): The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.</div>
+
| <div id="PowerGoal_56">PowerGoal 56</div>
 +
| AN UNFORTUNATE DECISION
 +
| (Future)
 +
| The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.
 
|-
 
|-
| <div id="PowerGoal 57">PowerGoal 57, NICE AND CLEAN, (Future): The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.</div>
+
| <div id="PowerGoal_57">PowerGoal 57</div>
 +
| NICE AND CLEAN
 +
| (Future)
 +
| The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.
 
|-
 
|-
| <div id="PowerGoal 58">PowerGoal 58, WHAT WERE WE THINKING, (Future): You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.</div>
+
| <div id="PowerGoal_58">PowerGoal 58</div>
 +
| WHAT WERE WE THINKING
 +
| (Future)
 +
| You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.
 
|-
 
|-
| <div id="PowerGoal 59">PowerGoal 59, FOOLHARDY, (Future): The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, "You're a fool! Don't do it!". Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.</div>
+
| <div id="PowerGoal_59">PowerGoal 59</div>
 +
| FOOLHARDY
 +
| (Future)
 +
| The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, "You're a fool! Don't do it!". Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.
 
|-
 
|-
| <div id="PowerGoal 60">PowerGoal 60, HUNGRY LIKE THE WOLF, (Future): You put on a talisman, turn into a werewolf, and your buddy screams, "take it off!", but you can't understand him with your beast mind and soon fill with rage and kill him.</div>
+
| <div id="PowerGoal_60">PowerGoal 60</div>
 +
| HUNGRY LIKE THE WOLF
 +
| (Future)
 +
| You put on a talisman, turn into a werewolf, and your buddy screams, "take it off!", but you can't understand him with your beast mind and soon fill with rage and kill him.
 
|-
 
|-
| <div id="PowerGoal 61">PowerGoal 61, REVERSE COMPOUND FRACTURE, (Future): As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.</div>
+
| <div id="PowerGoal_61">PowerGoal 61</div>
 +
| REVERSE COMPOUND FRACTURE
 +
| (Future)
 +
| As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.
 
|-
 
|-
| <div id="PowerGoal 62">PowerGoal 62, THE EVIL PLAYER MEETS THE GOBLINS, (Future): You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.</div>
+
| <div id="PowerGoal_62">PowerGoal 62</div>
 +
| THE EVIL PLAYER MEETS THE GOBLINS
 +
| (Future)
 +
| You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.
 
|-
 
|-
| <div id="PowerGoal 63">PowerGoal 63, INEXPERTLY AND REPEATEDLY, (Future): You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.</div>
+
| <div id="PowerGoal_63">PowerGoal 63</div>
 +
| INEXPERTLY AND REPEATEDLY
 +
| (Future)
 +
| You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.
 
|-
 
|-
| <div id="PowerGoal 64">PowerGoal 64, THE LOCAL SPIRIT, (Future): You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.</div>
+
| <div id="PowerGoal_64">PowerGoal 64</div>
 +
| THE LOCAL SPIRIT
 +
| (Future)
 +
| You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.
 
|-
 
|-
| <div id="PowerGoal 65">PowerGoal 65, KINDA LIKE SNOW WHITE OR SOMETHING, (Future): You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.</div>
+
| <div id="PowerGoal_65">PowerGoal 65</div>
 +
| KINDA LIKE SNOW WHITE OR SOMETHING
 +
| (Future)
 +
| You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.
 
|-
 
|-
| <div id="PowerGoal 66">PowerGoal 66, IT WAS WORTH THE TIME, (Future): The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.</div>
+
| <div id="PowerGoal_66">PowerGoal 66</div>
 +
| IT WAS WORTH THE TIME
 +
| (Future)
 +
| The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.
 
|-
 
|-
| <div id="PowerGoal 67">PowerGoal 67, THE LOCAL ARENA, (Future): You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.</div>
+
| <div id="PowerGoal_67">PowerGoal 67</div>
 +
| THE LOCAL ARENA
 +
| (Future)
 +
| You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.
 
|-
 
|-
| <div id="PowerGoal 68">PowerGoal 68, MAGICAL IDIOT PEEPER, (Future): Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.</div>
+
| <div id="PowerGoal_68">PowerGoal 68</div>
 +
| MAGICAL IDIOT PEEPER
 +
| (Future)
 +
| Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.
 
|-
 
|-
| <div id="PowerGoal 69">PowerGoal 69, THE LEGEND OF THE HORAK PART I, (Future): The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.</div>
+
| <div id="PowerGoal_69">PowerGoal 69</div>
 +
| THE LEGEND OF THE HORAK PART I
 +
| (Future)
 +
| The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.
 
|-
 
|-
| <div id="PowerGoal 70">PowerGoal 70, MUDSLIDE, (Future): You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.</div>
+
| <div id="PowerGoal_70">PowerGoal 70</div>
 +
| MUDSLIDE
 +
| (Future)
 +
| You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.
 
|-
 
|-
| <div id="PowerGoal 71">PowerGoal 71, YOUR PLATFORM, (Future): The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.</div>
+
| <div id="PowerGoal_71">PowerGoal 71</div>
 +
| YOUR PLATFORM
 +
| (Future)
 +
| The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.
 
|-
 
|-
| <div id="PowerGoal 72">PowerGoal 72, YEAH!, (Future): The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.</div>
+
| <div id="PowerGoal_72">PowerGoal 72</div>
 +
| YEAH!
 +
| (Future)
 +
| The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.
 
|-
 
|-
| <div id="PowerGoal 73">PowerGoal 73, WHERE'S MY MONEY?, (Future): The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.</div>
+
| <div id="PowerGoal_73">PowerGoal 73</div>
 +
| WHERE'S MY MONEY?
 +
| (Future)
 +
| The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.
 
|-
 
|-
| <div id="PowerGoal 74">PowerGoal 74, A PAINFUL MEMORY, (Future): On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.</div>
+
| <div id="PowerGoal_74">PowerGoal 74</div>
 +
| A PAINFUL MEMORY
 +
| (Future)
 +
| On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.
 
|-
 
|-
| <div id="PowerGoal 75">PowerGoal 75, SONG OF DREAD, (Future): The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.</div>
+
| <div id="PowerGoal_75">PowerGoal 75</div>
 +
| SONG OF DREAD
 +
| (Future)
 +
| The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.
 
|-
 
|-
| <div id="PowerGoal 76">PowerGoal 76, THE GENERAL'S RING, (Future): You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.</div>
+
| <div id="PowerGoal_76">PowerGoal 76</div>
 +
| THE GENERAL'S RING
 +
| (Future)
 +
| You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.
 
|-
 
|-
| <div id="PowerGoal 77">PowerGoal 77, YUCK!, (Future): You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.</div>
+
| <div id="PowerGoal_77">PowerGoal 77</div>
 +
| YUCK!
 +
| (Future)
 +
| You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.
 
|-
 
|-
| <div id="PowerGoal 78">PowerGoal 78, WEREWOLF HUNTER, (Future): Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.</div>
+
| <div id="PowerGoal_78">PowerGoal 78</div>
 +
| WEREWOLF HUNTER
 +
| (Future)
 +
| Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.
 
|-
 
|-
| <div id="PowerGoal 79">PowerGoal 79, THE LEGEND OF THE HORAK PART II, (Future): The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.</div>
+
| <div id="PowerGoal_79">PowerGoal 79</div>
 +
| THE LEGEND OF THE HORAK PART II
 +
| (Future)
 +
| The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.
 
|-
 
|-
| <div id="PowerGoal 80">PowerGoal 80, BUT HOW DID HE DIE?, (Future): You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.</div>
+
| <div id="PowerGoal_80">PowerGoal 80</div>
 +
| BUT HOW DID HE DIE?
 +
| (Future)
 +
| You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.
 
|-
 
|-
| <div id="PowerGoal 81">PowerGoal 81, JOURNEY TO THE UNDERWORLD, (Future): You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.</div>
+
| <div id="PowerGoal_81">PowerGoal 81</div>
 +
| JOURNEY TO THE UNDERWORLD
 +
| (Future)
 +
| You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.
 
|-
 
|-
| <div id="PowerGoal 82">PowerGoal 82, ON KARNAK'S GOOD SIDE, (Future): It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.</div>
+
| <div id="PowerGoal_82">PowerGoal 82</div>
 +
| ON KARNAK'S GOOD SIDE
 +
| (Future)
 +
| It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.
 
|-
 
|-
| <div id="PowerGoal 83">PowerGoal 83, DENIED ENTRY - THE PROPHECY!, (Future): You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.</div>
+
| <div id="PowerGoal_83">PowerGoal 83</div>
 +
| DENIED ENTRY - THE PROPHECY!
 +
| (Future)
 +
| You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.
 
|-
 
|-
| <div id="PowerGoal 84">PowerGoal 84, KILL THE WITCH!, (Future): The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.</div>
+
| <div id="PowerGoal_84">PowerGoal 84</div>
 +
| KILL THE WITCH!
 +
| (Future)
 +
| The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.
 
|-
 
|-
| <div id="PowerGoal 85">PowerGoal 85, RETIRE AS A PEASANT, (Future): You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.</div>
+
| <div id="PowerGoal_85">PowerGoal 85</div>
 +
| RETIRE AS A PEASANT
 +
| (Future)
 +
| You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.
 
|-
 
|-
| <div id="PowerGoal 86">PowerGoal 86, THE PROPHET OF AA, (Future): The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.</div>
+
| <div id="PowerGoal_86">PowerGoal 86</div>
 +
| THE PROPHET OF AA
 +
| (Future)
 +
| The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.
 
|-
 
|-
| <div id="PowerGoal 87">PowerGoal 87, DO NOT MOVE FROM THAT SPOT, (Future): A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.</div>
+
| <div id="PowerGoal_87">PowerGoal 87</div>
 +
| DO NOT MOVE FROM THAT SPOT
 +
| (Future)
 +
| A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.
 
|-
 
|-
| <div id="PowerGoal 88">PowerGoal 88, YOUR NAUGHTY CHILD, (Future): You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.</div>
+
| <div id="PowerGoal_88">PowerGoal 88</div>
 +
| YOUR NAUGHTY CHILD
 +
| (Future)
 +
| You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.
 
|-
 
|-
| <div id="PowerGoal 89">PowerGoal 89, DIGESTIVE TRACT LESSON, (Future): You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.</div>
+
| <div id="PowerGoal_89">PowerGoal 89</div>
 +
| DIGESTIVE TRACT LESSON
 +
| (Future)
 +
| You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.
 
|-
 
|-
| <div id="PowerGoal 90">PowerGoal 90, BY THE POWER OF MOTHRA, (Future): You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.</div>
+
| <div id="PowerGoal_90">PowerGoal 90</div>
 +
| BY THE POWER OF MOTHRA
 +
| (Future)
 +
| You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.
 
|-
 
|-
| <div id="PowerGoal 91">PowerGoal 91, STREET ALTERCATION, (Future): He says "give me your money!". You say "no!". He says "give me your money or you're going to die" and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.</div>
+
| <div id="PowerGoal_91">PowerGoal 91</div>
 +
| STREET ALTERCATION
 +
| (Future)
 +
| He says "give me your money!". You say "no!". He says "give me your money or you're going to die" and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.
 
|-
 
|-
| <div id="PowerGoal 92">PowerGoal 92, ZOMBIES AND REPERCUSSIONS, (Future): Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.</div>
+
| <div id="PowerGoal_92">PowerGoal 92</div>
 +
| ZOMBIES AND REPERCUSSIONS
 +
| (Future)
 +
| Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.
 
|-
 
|-
| <div id="PowerGoal 93">PowerGoal 93, IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY, (Future): You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.</div>
+
| <div id="PowerGoal_93">PowerGoal 93</div>
 +
| IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY
 +
| (Future)
 +
| You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.
 
|-
 
|-
| <div id="PowerGoal 94">PowerGoal 94, STICK AROUND!, (Future): The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.</div>
+
| <div id="PowerGoal_94">PowerGoal 94</div>
 +
| STICK AROUND!
 +
| (Future)
 +
| The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.
 
|-
 
|-
| <div id="PowerGoal 95">PowerGoal 95, THE CROWN IS MINE!, (Future): The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.</div>
+
| <div id="PowerGoal_95">PowerGoal 95</div>
 +
| THE CROWN IS MINE!
 +
| (Future)
 +
| The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.
 
|-
 
|-
| <div id="PowerGoal 96">PowerGoal 96, BODY SHIELD, (Future): You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.</div>
+
| <div id="PowerGoal_96">PowerGoal 96</div>
 +
| BODY SHIELD
 +
| (Future)
 +
| You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.
 
|-
 
|-
| <div id="PowerGoal 97">PowerGoal 97, THE ROYAL CURSE, (Future): You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.</div>
+
| <div id="PowerGoal_97">PowerGoal 97</div>
 +
| THE ROYAL CURSE
 +
| (Future)
 +
| You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.
 
|-
 
|-
| <div id="PowerGoal 98">PowerGoal 98, THE MIGHTY HAVE FALLEN, (Future): You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.</div>
+
| <div id="PowerGoal_98">PowerGoal 98</div>
 +
| THE MIGHTY HAVE FALLEN
 +
| (Future)
 +
| You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.
 
|-
 
|-
| <div id="PowerGoal 99">PowerGoal 99, IMPENDING JAIL BREAK, (Future): The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.</div>
+
| <div id="PowerGoal_99">PowerGoal 99</div>
 +
| IMPENDING JAIL BREAK
 +
| (Future)
 +
| The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.
 
|-
 
|-
| <div id="PowerGoal 100">PowerGoal 100, THE DEATH PIT, (Future): Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.</div>
+
| <div id="PowerGoal_100">PowerGoal 100</div>
 +
| THE DEATH PIT
 +
| (Future)
 +
| Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.
 
|-
 
|-
| <div id="PowerGoal 101">PowerGoal 101, SHAVED EVIL, (Future): Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.</div>
+
| <div id="PowerGoal_101">PowerGoal 101</div>
 +
| SHAVED EVIL
 +
| (Future)
 +
| Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.
 
|-
 
|-
| <div id="PowerGoal 102">PowerGoal 102, SAVE MY DOG, (Future): A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out "who will look after my dog?" before he dies. You look after it.</div>
+
| <div id="PowerGoal_102">PowerGoal 102</div>
 +
| SAVE MY DOG
 +
| (Future)
 +
| A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out "who will look after my dog?" before he dies. You look after it.
 
|-
 
|-
| <div id="PowerGoal 103">PowerGoal 103, THE LEGEND OF THE HORAK PART II (ALTERNATE), (Future): You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.</div>
+
| <div id="PowerGoal_103">PowerGoal 103</div>
 +
| THE LEGEND OF THE HORAK PART II (ALTERNATE)
 +
| (Future)
 +
| You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.
 
|-
 
|-
| <div id="PowerGoal 104">PowerGoal 104, WHERE IS THE OBJECT?!, (Future): You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.</div>
+
| <div id="PowerGoal_104">PowerGoal 104</div>
 +
| WHERE IS THE OBJECT?!
 +
| (Future)
 +
| You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.
 
|-
 
|-
| <div id="PowerGoal 105">PowerGoal 105, MONUMENT TO DESTRUCTION, (Future): You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.</div>
+
| <div id="PowerGoal_105">PowerGoal 105</div>
 +
| MONUMENT TO DESTRUCTION
 +
| (Future)
 +
| You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.
 
|-
 
|-
| <div id="PowerGoal 106">PowerGoal 106, BOOK LEARNIN', (Future): Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.</div>
+
| <div id="PowerGoal_106">PowerGoal 106</div>
 +
| BOOK LEARNIN'
 +
| (Future)
 +
| Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.
 
|-
 
|-
| <div id="PowerGoal 107">PowerGoal 107, ZOMBIE JUICE, (Future): The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.</div>
+
| <div id="PowerGoal_107">PowerGoal 107</div>
 +
| ZOMBIE JUICE
 +
| (Future)
 +
| The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.
 
|-
 
|-
| <div id="PowerGoal 108">PowerGoal 108, ATTACK OF THE VERMIN, (Future): You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.</div>
+
| <div id="PowerGoal_108">PowerGoal 108</div>
 +
| ATTACK OF THE VERMIN
 +
| (Future)
 +
| You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.
 
|-
 
|-
| <div id="PowerGoal 109">PowerGoal 109, LOVE OR WAR?, (Future): You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.</div>
+
| <div id="PowerGoal_109">PowerGoal 109</div>
 +
| LOVE OR WAR?
 +
| (Future)
 +
| You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.
 
|-
 
|-
| <div id="PowerGoal 110">PowerGoal 110, LEGENDARY LIAR, (Future): You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say "to the castle to kill the beast!" Your companions abandon you and your reputation as a liar is secured for all time in the history books.</div>
+
| <div id="PowerGoal_110">PowerGoal 110</div>
 +
| LEGENDARY LIAR
 +
| (Future)
 +
| You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say "to the castle to kill the beast!" Your companions abandon you and your reputation as a liar is secured for all time in the history books.
 
|-
 
|-
| <div id="PowerGoal 111">PowerGoal 111, OFF TO THE LARDER, (Future): The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.</div>
+
| <div id="PowerGoal_111">PowerGoal 111</div>
 +
| OFF TO THE LARDER
 +
| (Future)
 +
| The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.
 
|-
 
|-
| <div id="PowerGoal 112">PowerGoal 112, THE LOCAL BREW, (Future): You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as "Spittoondrinker" whenever you come back to visit.</div>
+
| <div id="PowerGoal_112">PowerGoal 112</div>
 +
| THE LOCAL BREW
 +
| (Future)
 +
| You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as "Spittoondrinker" whenever you come back to visit.
 
|-
 
|-
| <div id="PowerGoal 113">PowerGoal 113, DIVINE INTERVENTION, (Future): You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.</div>
+
| <div id="PowerGoal_113">PowerGoal 113</div>
 +
| DIVINE INTERVENTION
 +
| (Future)
 +
| You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.
 
|-
 
|-
| <div id="PowerGoal 114">PowerGoal 114, IS THAT A POWER GOAL?, (Future): The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.</div>
+
| <div id="PowerGoal_114">PowerGoal 114</div>
 +
| IS THAT A POWER GOAL?
 +
| (Future)
 +
| The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.
 
|-
 
|-
| <div id="PowerGoal 115">PowerGoal 115, THE DEATH DRIVE, (Future): The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.</div>
+
| <div id="PowerGoal_115">PowerGoal 115</div>
 +
| THE DEATH DRIVE
 +
| (Future)
 +
| The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.
 
|-
 
|-
| <div id="PowerGoal 116">PowerGoal 116, THE MIGHTY WYRM, (Future): Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.</div>
+
| <div id="PowerGoal_116">PowerGoal 116</div>
 +
| THE MIGHTY WYRM
 +
| (Future)
 +
| Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.
 
|-
 
|-
| <div id="PowerGoal 117">PowerGoal 117, ROW TO FREEDOM!, (Future): Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!</div>
+
| <div id="PowerGoal_117">PowerGoal 117</div>
 +
| ROW TO FREEDOM!
 +
| (Future)
 +
| Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!
 
|-
 
|-
| <div id="PowerGoal 118">PowerGoal 118, THE TREE OF LIFE, (Future): As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.</div>
+
| <div id="PowerGoal_118">PowerGoal 118</div>
 +
| THE TREE OF LIFE
 +
| (Future)
 +
| As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.
 
|-
 
|-
| <div id="PowerGoal 119">PowerGoal 119, WINE FOR VICTORY, (Future): You want to marry into the royal family, and the monarch says, "We're out of booze, go get some." You respond, "We know the elves have wine." The monarch declares, "You'll need an army!" You are given an army.</div>
+
| <div id="PowerGoal_119">PowerGoal 119</div>
 +
| WINE FOR VICTORY
 +
| (Future)
 +
| You want to marry into the royal family, and the monarch says, "We're out of booze, go get some." You respond, "We know the elves have wine." The monarch declares, "You'll need an army!" You are given an army.
 
|-
 
|-
| <div id="PowerGoal 120">PowerGoal 120, ENTRANCE DENIED, (Future): You -- "You know I'm the hero of Askabar. Come on, let me in the castle." Guard -- "You aren't the hero of Askabar. You're widely known as a low-life." You -- "Come on, I'll give you 3 copper coins." The guard spits on the ground.</div>
+
| <div id="PowerGoal_120">PowerGoal 120</div>
 +
| ENTRANCE DENIED
 +
| (Future)
 +
| You -- "You know I'm the hero of Askabar. Come on, let me in the castle." Guard -- "You aren't the hero of Askabar. You're widely known as a low-life." You -- "Come on, I'll give you 3 copper coins." The guard spits on the ground.
 
|-
 
|-
| <div id="PowerGoal 121">PowerGoal 121, GET THE COW, (Future): Two cattle rustlers are sitting there and one of them says, "if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow." The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.</div>
+
| <div id="PowerGoal_121">PowerGoal 121</div>
 +
| GET THE COW
 +
| (Future)
 +
| Two cattle rustlers are sitting there and one of them says, "if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow." The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.
 
|-
 
|-
| <div id="PowerGoal 122">PowerGoal 122, KILLER CURSE, (Future): Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.</div>
+
| <div id="PowerGoal_122">PowerGoal 122</div>
 +
| KILLER CURSE
 +
| (Future)
 +
| Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.
 
|-
 
|-
| <div id="PowerGoal 123">PowerGoal 123, THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES, (Future): You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, "please let us go." You stick him and he holds you saying, "please, no, no." You cannot move with him clinging on you, so you brain him with the hilt of your sword.</div>
+
| <div id="PowerGoal_123">PowerGoal 123</div>
 +
| THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES
 +
| (Future)
 +
| You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, "please let us go." You stick him and he holds you saying, "please, no, no." You cannot move with him clinging on you, so you brain him with the hilt of your sword.
 
|-
 
|-
| <div id="PowerGoal 124">PowerGoal 124, A BAD REPUTATION, (Future): The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.</div>
+
| <div id="PowerGoal_124">PowerGoal 124</div>
 +
| A BAD REPUTATION
 +
| (Future)
 +
| The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.
 
|-
 
|-
| <div id="PowerGoal 125">PowerGoal 125, SPEAR OF THE GODS, (Future): The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.</div>
+
| <div id="PowerGoal_125">PowerGoal 125</div>
 +
| SPEAR OF THE GODS
 +
| (Future)
 +
| The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.
 
|-
 
|-
| <div id="PowerGoal 126">PowerGoal 126, CAN I SPEAK TO THE OWNER?, (Future): You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.</div>
+
| <div id="PowerGoal_126">PowerGoal 126</div>
 +
| CAN I SPEAK TO THE OWNER?
 +
| (Future)
 +
| You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.
 
|-
 
|-
| <div id="PowerGoal 127">PowerGoal 127, TREE SAVIOR, (Future): Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, "Don't, Offrox is too strong!" The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.</div>
+
| <div id="PowerGoal_127">PowerGoal 127</div>
 +
| TREE SAVIOR
 +
| (Future)
 +
| Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, "Don't, Offrox is too strong!" The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.
 
|-
 
|-
| <div id="PowerGoal 128">PowerGoal 128, WAND OF THE WIZARD, (Future): You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.</div>
+
| <div id="PowerGoal_128">PowerGoal 128</div>
 +
| WAND OF THE WIZARD
 +
| (Future)
 +
| You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.
 
|-
 
|-
| <div id="PowerGoal 129">PowerGoal 129, DAGGER DELIVERY, (Future): The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.</div>
+
| <div id="PowerGoal_129">PowerGoal 129</div>
 +
| DAGGER DELIVERY
 +
| (Future)
 +
| The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.
 
|-
 
|-
| <div id="PowerGoal 130">PowerGoal 130, YOU ARE THE MOST INCOMPETENT, (Future): The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.</div>
+
| <div id="PowerGoal_130">PowerGoal 130</div>
 +
| YOU ARE THE MOST INCOMPETENT
 +
| (Future)
 +
| The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.
 
|-
 
|-
| <div id="PowerGoal 131">PowerGoal 131, THE INTRIGUING PLAYER, (Future): You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, "Hey, come listen!" Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.</div>
+
| <div id="PowerGoal_131">PowerGoal 131</div>
 +
| THE INTRIGUING PLAYER
 +
| (Future)
 +
| You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, "Hey, come listen!" Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.
 
|-
 
|-
| <div id="PowerGoal 132">PowerGoal 132, EVERYTHING IN ITS PROPER PLACE, (Future): You sheathe your sword in the scabbard that hangs from your belt.</div>
+
| <div id="PowerGoal_132">PowerGoal 132</div>
 +
| EVERYTHING IN ITS PROPER PLACE
 +
| (Future)
 +
| You sheathe your sword in the scabbard that hangs from your belt.
 
|-
 
|-
| <div id="PowerGoal 133">PowerGoal 133, PERSONALIZED ACCESORIES, (Future): "That's my sword!" "No it's not. It's mine." "But your initials aren't P.W.! Look at the blade!"</div>
+
| <div id="PowerGoal_133">PowerGoal 133</div>
 +
| PERSONALIZED ACCESORIES
 +
| (Future)
 +
| "That's my sword!" "No it's not. It's mine." "But your initials aren't P.W.! Look at the blade!"
 
|-
 
|-
| <div id="PowerGoal 134">PowerGoal 134, AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT?, (Future): The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.</div>
+
| <div id="PowerGoal_134">PowerGoal 134</div>
 +
| AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT?
 +
| (Future)
 +
| The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.
 
|-
 
|-
| <div id="PowerGoal 135">PowerGoal 135, JUST IN CASE, (Future): You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.</div>
+
| <div id="PowerGoal_135">PowerGoal 135</div>
 +
| JUST IN CASE
 +
| (Future)
 +
| You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.
 
|-
 
|-
| <div id="PowerGoal 136">PowerGoal 136, PEOPLE SAY I LOOK LIKE A CRIMINAL, (Future): After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.</div>
+
| <div id="PowerGoal_136">PowerGoal 136</div>
 +
| PEOPLE SAY I LOOK LIKE A CRIMINAL
 +
| (Future)
 +
| After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.
 
|-
 
|-
| <div id="PowerGoal 137">PowerGoal 137, YOUR CASTLE WAS EASY TO FIND, (Future): You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.</div>
+
| <div id="PowerGoal_137">PowerGoal 137</div>
 +
| YOUR CASTLE WAS EASY TO FIND
 +
| (Future)
 +
| You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.
 
|-
 
|-
| <div id="PowerGoal 138">PowerGoal 138, THEY MADE FUN OF HIS NAME, (Future): The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. "Down below, there is a village. I want you to kill everyone living there." The lieutenant smiles, knowing that there will be carnage at last.</div>
+
| <div id="PowerGoal_138">PowerGoal 138</div>
 +
| THEY MADE FUN OF HIS NAME
 +
| (Future)
 +
| The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. "Down below, there is a village. I want you to kill everyone living there." The lieutenant smiles, knowing that there will be carnage at last.
 
|-
 
|-
| <div id="PowerGoal 139">PowerGoal 139, A BATTERY OF AA MECHANICS, (Future): You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.</div>
+
| <div id="PowerGoal_139">PowerGoal 139</div>
 +
| A BATTERY OF AA MECHANICS
 +
| (Future)
 +
| You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.
 
|-
 
|-
| <div id="PowerGoal 140">PowerGoal 140, I JOINED THE TEAM WITH THE BEST UNIFORM, (Future): You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.</div>
+
| <div id="PowerGoal_140">PowerGoal 140</div>
 +
| I JOINED THE TEAM WITH THE BEST UNIFORM
 +
| (Future)
 +
| You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.
 
|-
 
|-
| <div id="PowerGoal 141">PowerGoal 141, BROTHER BATTLE, (Future): The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.</div>
+
| <div id="PowerGoal_141">PowerGoal 141</div>
 +
| BROTHER BATTLE
 +
| (Future)
 +
| The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.
 
|-
 
|-
| <div id="PowerGoal 142">PowerGoal 142, GO KING GO!, (Future): At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.</div>
+
| <div id="PowerGoal_142">PowerGoal 142</div>
 +
| GO KING GO!
 +
| (Future)
 +
| At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.
 
|-
 
|-
| <div id="PowerGoal 143">PowerGoal 143, HARD TIMES FOR THE DARTOKS, (Future): The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.</div>
+
| <div id="PowerGoal_143">PowerGoal 143</div>
 +
| HARD TIMES FOR THE DARTOKS
 +
| (Future)
 +
| The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.
 
|-
 
|-
| <div id="PowerGoal 144">PowerGoal 144, "THE GREEDY BARON", (Future): The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.</div>
+
| <div id="PowerGoal_144">PowerGoal 144</div>
 +
| "THE GREEDY BARON"
 +
| (Future)
 +
| The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.
 
|-
 
|-
| <div id="PowerGoal 145">PowerGoal 145, ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING, (Future): You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.</div>
+
| <div id="PowerGoal_145">PowerGoal 145</div>
 +
| ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING
 +
| (Future)
 +
| You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.
 
|-
 
|-
| <div id="PowerGoal 146">PowerGoal 146, WALKING INTO THE WRONG BAR, (Future): Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.</div>
+
| <div id="PowerGoal_146">PowerGoal 146</div>
 +
| WALKING INTO THE WRONG BAR
 +
| (Future)
 +
| Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.
 
|-
 
|-
| <div id="PowerGoal 147">PowerGoal 147, READY ON THE FIRING LINE!, (Future): You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.</div>
+
| <div id="PowerGoal_147">PowerGoal 147</div>
 +
| READY ON THE FIRING LINE!
 +
| (Future)
 +
| You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.
 
|-
 
|-
| <div id="PowerGoal 148">PowerGoal 148, THE FOOD RIOT, (Future): The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.</div>
+
| <div id="PowerGoal_148">PowerGoal 148</div>
 +
| THE FOOD RIOT
 +
| (Future)
 +
| The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.
 
|-
 
|-
| <div id="PowerGoal 149">PowerGoal 149, GERBIS, A HERO'S TALE, (Future): You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You - "You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself." Your naive apprentice is calmed by your words. "Do you think you have what it takes to steal the dragon's egg?" Gerbis braces up and enters the cave.</div>
+
| <div id="PowerGoal_149">PowerGoal 149</div>
 +
| GERBIS, A HERO'S TALE
 +
| (Future)
 +
| You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You - "You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself." Your naive apprentice is calmed by your words. "Do you think you have what it takes to steal the dragon's egg?" Gerbis braces up and enters the cave.
 
|-
 
|-
| <div id="PowerGoal 150">PowerGoal 150, I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK, (Future): You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.</div>
+
| <div id="PowerGoal_150">PowerGoal 150</div>
 +
| I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK
 +
| (Future)
 +
| You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.
 
|-
 
|-
| <div id="PowerGoal 151">PowerGoal 151, HE FELL FOR IT, (Future): As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, "Look, over there!" and when the guard looks, you run.</div>
+
| <div id="PowerGoal_151">PowerGoal 151</div>
 +
| HE FELL FOR IT
 +
| (Future)
 +
| As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, "Look, over there!" and when the guard looks, you run.
 
|-
 
|-
| <div id="PowerGoal 152">PowerGoal 152, HUFFING DARKNESS, (Future): You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.</div>
+
| <div id="PowerGoal_152">PowerGoal 152</div>
 +
| HUFFING DARKNESS
 +
| (Future)
 +
| You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.
 
|-
 
|-
| <div id="PowerGoal 153">PowerGoal 153, THE CRACKS OF DOOM, (Future): You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.</div>
+
| <div id="PowerGoal_153">PowerGoal 153</div>
 +
| THE CRACKS OF DOOM
 +
| (Future)
 +
| You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.
 
|-
 
|-
| <div id="PowerGoal 154">PowerGoal 154, AMONG THE BARBARIANS, (Future): The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.</div>
+
| <div id="PowerGoal_154">PowerGoal 154</div>
 +
| AMONG THE BARBARIANS
 +
| (Future)
 +
| The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.
 
|-
 
|-
| <div id="PowerGoal 155">PowerGoal 155, SHINING ARMOR IS IMPORTANT, (Future): The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.</div>
+
| <div id="PowerGoal_155">PowerGoal 155</div>
 +
| SHINING ARMOR IS IMPORTANT
 +
| (Future)
 +
| The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.
 
|-
 
|-
| <div id="PowerGoal 156">PowerGoal 156, ANNOYING RELATIVES, (Future): While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.</div>
+
| <div id="PowerGoal_156">PowerGoal 156</div>
 +
| ANNOYING RELATIVES
 +
| (Future)
 +
| While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.
 
|-
 
|-
| <div id="PowerGoal 157">PowerGoal 157, A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR, (Future): You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.</div>
+
| <div id="PowerGoal_157">PowerGoal 157</div>
 +
| A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR
 +
| (Future)
 +
| You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.
 
|-
 
|-
| <div id="PowerGoal 158">PowerGoal 158, NEVER THE SAME FOREVER AFTER, (Future): The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.</div>
+
| <div id="PowerGoal_158">PowerGoal 158</div>
 +
| NEVER THE SAME FOREVER AFTER
 +
| (Future)
 +
| The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.
 
|-
 
|-
| <div id="PowerGoal 159">PowerGoal 159, THAT SHIT'LL KILL YOU, (Future): The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.</div>
+
| <div id="PowerGoal_159">PowerGoal 159</div>
 +
| THAT SHIT'LL KILL YOU
 +
| (Future)
 +
| The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.
 
|-
 
|-
| <div id="PowerGoal 160">PowerGoal 160, SINCE THE BEGINNING OF TIME, (Future): The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.</div>
+
| <div id="PowerGoal_160">PowerGoal 160</div>
 +
| SINCE THE BEGINNING OF TIME
 +
| (Future)
 +
| The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.
 
|-
 
|-
| <div id="PowerGoal 161">PowerGoal 161, BUT WHY WAS THE LEADER POINTING THERE?, (Future): The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.</div>
+
| <div id="PowerGoal_161">PowerGoal 161</div>
 +
| BUT WHY WAS THE LEADER POINTING THERE?
 +
| (Future)
 +
| The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.
 
|-
 
|-
| <div id="PowerGoal 162">PowerGoal 162, SPARED THE DETAILS, (Future): The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.</div>
+
| <div id="PowerGoal_162">PowerGoal 162</div>
 +
| SPARED THE DETAILS
 +
| (Future)
 +
| The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.
 
|-
 
|-
| <div id="PowerGoal 163">PowerGoal 163, "OH, BY THE WAY...", (Future): The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.</div>
+
| <div id="PowerGoal_163">PowerGoal 163</div>
 +
| "OH, BY THE WAY..."
 +
| (Future)
 +
| The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.
 
|-
 
|-
| <div id="PowerGoal 164">PowerGoal 164, IT DIDN'T HELP MUCH, (Future): Your enemy holds up his hand to shield his face as you bring your axe down upon him.</div>
+
| <div id="PowerGoal_164">PowerGoal 164</div>
 +
| IT DIDN'T HELP MUCH
 +
| (Future)
 +
| Your enemy holds up his hand to shield his face as you bring your axe down upon him.
 
|-
 
|-
| <div id="PowerGoal 165">PowerGoal 165, "IT WAS A DESPERATE BATTLE...", (Future): You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.</div>
+
| <div id="PowerGoal_165">PowerGoal 165</div>
 +
| "IT WAS A DESPERATE BATTLE..."
 +
| (Future)
 +
| You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.
 
|-
 
|-
| <div id="PowerGoal 166">PowerGoal 166, GRACE IN VICTORY, (Future): After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.</div>
+
| <div id="PowerGoal_166">PowerGoal 166</div>
 +
| GRACE IN VICTORY
 +
| (Future)
 +
| After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.
 
|-
 
|-
| <div id="PowerGoal 167">PowerGoal 167, THE EVIL SWAMP, (Future): Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.</div>
+
| <div id="PowerGoal_167">PowerGoal 167</div>
 +
| THE EVIL SWAMP
 +
| (Future)
 +
| Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.
 
|-
 
|-
| <div id="PowerGoal 168">PowerGoal 168, CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION, (Future): He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.</div>
+
| <div id="PowerGoal_168">PowerGoal 168</div>
 +
| CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION
 +
| (Future)
 +
| He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.
 
|-
 
|-
| <div id="PowerGoal 169">PowerGoal 169, MAN-BRANDED, (Future): The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.</div>
+
| <div id="PowerGoal_169">PowerGoal 169</div>
 +
| MAN-BRANDED
 +
| (Future)
 +
| The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.
 
|-
 
|-
| <div id="PowerGoal 170">PowerGoal 170, AS LONG AS THEY DON'T DO IT TOO OFTEN, (Future): With a foot atop the slain alligator, the barbarian warrior cries "I name you Dragon Sword!" at his raised blade.</div>
+
| <div id="PowerGoal_170">PowerGoal 170</div>
 +
| AS LONG AS THEY DON'T DO IT TOO OFTEN
 +
| (Future)
 +
| With a foot atop the slain alligator, the barbarian warrior cries "I name you Dragon Sword!" at his raised blade.
 
|-
 
|-
| <div id="PowerGoal 171">PowerGoal 171, THE MIGHTY ROCKNOR, (Future): The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.</div>
+
| <div id="PowerGoal_171">PowerGoal 171</div>
 +
| THE MIGHTY ROCKNOR
 +
| (Future)
 +
| The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.
 
|-
 
|-
| <div id="PowerGoal 172">PowerGoal 172, WHAT ARE YOU DOING AFTER WORK?, (Future): The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.</div>
+
| <div id="PowerGoal_172">PowerGoal 172</div>
 +
| WHAT ARE YOU DOING AFTER WORK?
 +
| (Future)
 +
| The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.
 
|-
 
|-
| <div id="PowerGoal 173">PowerGoal 173, THEY ARE SENSITIVE CREATURES, (Future): The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.</div>
+
| <div id="PowerGoal_173">PowerGoal 173</div>
 +
| THEY ARE SENSITIVE CREATURES
 +
| (Future)
 +
| The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.
 
|-
 
|-
| <div id="PowerGoal 174">PowerGoal 174, IT'S A BAD PLACE, (Future): A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.</div>
+
| <div id="PowerGoal_174">PowerGoal 174</div>
 +
| IT'S A BAD PLACE
 +
| (Future)
 +
| A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.
 
|-
 
|-
| <div id="PowerGoal 175">PowerGoal 175, THE POWER OF FRIENDSHIP, (Future): The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.</div>
+
| <div id="PowerGoal_175">PowerGoal 175</div>
 +
| THE POWER OF FRIENDSHIP
 +
| (Future)
 +
| The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.
 
|-
 
|-
| <div id="PowerGoal 176">PowerGoal 176, NOT SO STEALTHY THIS TIME!, (Future): A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.</div>
+
| <div id="PowerGoal_176">PowerGoal 176</div>
 +
| NOT SO STEALTHY THIS TIME!
 +
| (Future)
 +
| A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.
 
|-
 
|-
| <div id="PowerGoal 177">PowerGoal 177, VERY FOUL, (Future): The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!</div>
+
| <div id="PowerGoal_177">PowerGoal 177</div>
 +
| VERY FOUL
 +
| (Future)
 +
| The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!
 
|-
 
|-
| <div id="PowerGoal 178">PowerGoal 178, WHY DO YOU HANG OUT WITH THOSE GUYS?, (Future): Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.</div>
+
| <div id="PowerGoal_178">PowerGoal 178</div>
 +
| WHY DO YOU HANG OUT WITH THOSE GUYS?
 +
| (Future)
 +
| Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.
 
|-
 
|-
| <div id="PowerGoal 179">PowerGoal 179, A STRONG LEADER, (Future): You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, "Whip yourself, for you are the true coward!"</div>
+
| <div id="PowerGoal_179">PowerGoal 179</div>
 +
| A STRONG LEADER
 +
| (Future)
 +
| You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, "Whip yourself, for you are the true coward!"
 
|-
 
|-
| <div id="PowerGoal 180">PowerGoal 180, BATTLE BUFFET, (Future): The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.</div>
+
| <div id="PowerGoal_180">PowerGoal 180</div>
 +
| BATTLE BUFFET
 +
| (Future)
 +
| The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.
 
|-
 
|-
| <div id="PowerGoal 181">PowerGoal 181, I MAKE ALL MY OWN CLOTHES, (Future): You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.</div>
+
| <div id="PowerGoal_181">PowerGoal 181</div>
 +
| I MAKE ALL MY OWN CLOTHES
 +
| (Future)
 +
| You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.
 
|-
 
|-
| <div id="PowerGoal 182">PowerGoal 182, PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY., (Future): The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.</div>
+
| <div id="PowerGoal_182">PowerGoal 182</div>
 +
| PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY.
 +
| (Future)
 +
| The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.
 
|-
 
|-
| <div id="PowerGoal 183">PowerGoal 183, JUST A LITTLE MORE!, (Future): You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.</div>
+
| <div id="PowerGoal_183">PowerGoal 183</div>
 
+
| JUST A LITTLE MORE!
 +
| (Future)
 +
| You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.
 
|}
 
|}
 
  
 
[[Category:Game_development]]
 
[[Category:Game_development]]
 +
{{unversioned}}
 +
[[ru:Consolidated_development]]

Latest revision as of 10:59, 17 January 2022

This is an (extended) transcript of the old "Consolidated Development Page" as it was before the redesign of the Dwarf Fortress webpage. It includes all long-and short-term arcs, core-items, Reqs, Bloats and Powergoals. The page itself may be found here.

Note that, due to the page's age, many of the specific goals here may no longer be directly applicable; however, they provide a general overview of the original thought-process behind Dwarf Fortress' development, and the broader arcs are still frequently referred to in reference to current development.

Arcs[edit]

An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such, the status of completeness can't be determined that easily.

Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after version 1.0 is done.

Short-Term Arcs[edit]

Arc Description Requirements
BUSTLING TOWN ARC The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting. Core41, Core42, Core43, Req148, Req162, Req249, Req261, Req344, Req348, Req369, Req379, Req408, Req415, Req471, Req477, Req588, Bloat165, Bloat188, Bloat203, Bloat204, Bloat210, Bloat233, Bloat242, Bloat243, Bloat266, Bloat267, Bloat373, Bloat378, Bloat381, Bloat382, PowerGoal34, PowerGoal36, PowerGoal41, PowerGoal48, PowerGoal55, PowerGoal67, PowerGoal73, PowerGoal74, PowerGoal82, PowerGoal91, PowerGoal131, PowerGoal137 and PowerGoal148.
FIRE AND LIGHTING ARC The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways. Core14, Core55, Req96 and PowerGoal150.
BURROWS, TRANSPORTION AND AUTOMATION ARC Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example. Core36, Core56, Core57, Req1, Req2, Req18, Req22, Req24, Req27, Req28, Req38, Req41, Req46, Req47, Req67, Req74, Req82, Req83, Req86, Req90, Req112, Req128, Req129, Req140, Req146, Req162, Req197, Req273, Req287, Req349, Req384, Req385, Req392, Req393, Req400, Req404, Req409, Req410, Req413, Req422, Req424, Req428, Req429, Req435, Req436, Req437, Req439, Req450, Req482, Req528, Req533, Req534, Req544, Req558, Req560, Req572, Req584, Bloat6, Bloat10, Bloat19, Bloat28, Bloat30, Bloat32, Bloat54, Bloat59, Bloat60, Bloat83, Bloat218, Bloat253, Bloat281, Bloat308 and Bloat313.
ADVANCED HELP ARC Yeah, dwarves has a steep learning curve. Tutorials and advisors could help with this, as well as decent in-game help. Core19, Core22 and Core58.
CARAVAN ARC As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item. Core3, Core38, Core81, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 and PowerGoal148.
COUNTY ARC You should be able to develop a larger settlement outside the confines of the immediate play area. Core28, Core29 and PowerGoal53.
ARMY ARC You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc. Core26, Core27, Core35, Core45, Core46, Req18, Req29, Req61, Req71, Req81, Req125, Req126, Req221, Req273, Req301, Req371, Req398, Req414, Req417, Req427, Req444, Req449, Req475, Req478, Req496, Req503, Req545, Req571, Bloat44, Bloat117, Bloat130, Bloat131, Bloat175, Bloat289, PowerGoal1, PowerGoal2, PowerGoal3, PowerGoal4, PowerGoal5, PowerGoal6, PowerGoal7, PowerGoal8, PowerGoal11, PowerGoal17, PowerGoal40, PowerGoal59, PowerGoal70, PowerGoal71, PowerGoal76, PowerGoal92, PowerGoal98, PowerGoal119, PowerGoal127, PowerGoal130, PowerGoal138, PowerGoal140, PowerGoal141, PowerGoal142, PowerGoal143, PowerGoal144 and PowerGoal147.
NEMESIS ARC The civilization leaders should be fleshed out in many ways. Core11, Core15, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 and PowerGoal122.
RELATIONSHIPS ARC You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon. Core59, Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119.
DIPLOMACY ARC There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything. Core33, Core62, Core63, Req174, Req177, Req291, Req451, Req527, Req542, Req543, Bloat31, Bloat72, Bloat73, PowerGoal10, PowerGoal98 and PowerGoal101.
GHOSTS ARC When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.). Core67, Core68, Core69, Core70, Bloat21, PowerGoal11, PowerGoal92 and PowerGoal107.
AFFILIATION ARC You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful. Core64, Core65, Core71, Req586, Req587, Bloat163, PowerGoal12, PowerGoal19, PowerGoal27, PowerGoal37, PowerGoal41, PowerGoal42, PowerGoal44, PowerGoal48 and PowerGoal54.
COMBAT ARC Many more combat skills and more attributes, etc. Core72, Core73, Core74, Req45, Req54, Req85, Req92, Req104, Req149, Req164, Req171, Req183, Req188, Req192, Req198, Req199, Req200, Req206, Req224, Req230, Req233, Req234, Req290, Req315, Req330, Req331, Req340, Req352, Req403, Req466, Req532, Req568, Req575, Bloat15, Bloat55, Bloat76, Bloat102, Bloat127, Bloat135, Bloat136, Bloat137, Bloat138, Bloat139, Bloat141, Bloat142, Bloat162, Bloat222, Bloat254, Bloat271, PowerGoal28, PowerGoal29, PowerGoal61, PowerGoal63, PowerGoal77, PowerGoal79, PowerGoal89, PowerGoal90, PowerGoal93, PowerGoal94, PowerGoal96, PowerGoal103 and PowerGoal150.
SCENARIOS ARC Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations. Core75, Core76, Req214, Req317, Bloat26 and Bloat143.
LIFE CYCLE ARC Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability unrelated to the actions of the player, so it has to be done carefully. Core77, Core78, Req317, Req441, Req489, Bloat115, Bloat193, Bloat194 and PowerGoal31.
ARTIFACT ARC Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance. Core79, Core80, Req395, Bloat49, Bloat173, PowerGoal13, PowerGoal60, PowerGoal68 and PowerGoal134.
CRIME AND PUNISHMENT ARC There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution... Core82, Core83, Req303, Req327, Req366, Bloat53, Bloat75, Bloat143, PowerGoal14, PowerGoal22, PowerGoal23, PowerGoal25, PowerGoal26, PowerGoal38, PowerGoal47, PowerGoal66, PowerGoal80, PowerGoal91, PowerGoal99, PowerGoal124, PowerGoal126, PowerGoal136 and PowerGoal146.
ADVENTURER SKILLS ARC It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills related to survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map. Core84, Core85, Core86, Req32, Req34, Req99, Req107, Req168, Req236, Req302, Req327, Req491, Bloat160, Bloat317, Bloat380, PowerGoal9, PowerGoal15 and PowerGoal103.
ADVENTURER PARTIES AND ENTITY As an adventurer with followers, you should be able to make your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI. Core24, Core61, PowerGoal20 and PowerGoal135.
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 better with the world. Core89, Core90, Core91, Req8, Req80, Req107, Req148, Req232, Req284, Req324, Req375, Req426, Req476, Req479, Req504, Req576, Bloat17, Bloat23, Bloat169, Bloat172, Bloat189, Bloat190, Bloat241, Bloat383, PowerGoal13, PowerGoal27, PowerGoal32, PowerGoal49, PowerGoal50, PowerGoal51, PowerGoal52, PowerGoal62, PowerGoal100, PowerGoal111 and PowerGoal145.
HUMANOID ARC Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings. Core87, Core88, Req148, Bloat206 and PowerGoal129.
PRESENTATION ARC A cleaner interface and more interface and display options will make the game more accessible. Better support for translations. Core21, Core50, Core51, Core52, Core54, Req37, Req43, Req79, Req142, Req152, Req179, Req180, Req207, Req218, Req258, Req306, Req314, Req320, Req328, Req332, Req338, Req381, Req382, Req383, Req386, Req387, Req388, Req390, Req401, Req402, Req411, Req421, Req430, Req432, Req434, Req443, Req460, Req483, Req513, Req520, Req531, Req546, Req547, Req548, Req550, Req556, Req558, Req559, Req560, Req564, Req566, Req570, Req585, Bloat52, Bloat106, Bloat107, Bloat108, Bloat118, Bloat153, Bloat199, Bloat268, Bloat303, Bloat307, Bloat311, Bloat354, Bloat355, Bloat358, Bloat361, Bloat364, Bloat368 and Bloat379.
LANGUAGE ARC The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways. Core97, Core98, Core99 and Core100.
RANDOMIZATION AND RAWS ARC More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names. Core53, Core92, Core93, Core94, Core95 and Core96.

Long-Term Arcs[edit]

Arc Description Requirements
HIGH LEVEL PLOTS AND DIPLOMACY Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with. Core30, Core33, Req131, PowerGoal18, PowerGoal47, PowerGoal57, PowerGoal65, PowerGoal95 and PowerGoal124.
LATE GAME As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting. Bloat149.
EARLY GAME The Age of Myth in world generation should be playable. Bloat148.
HUMAN TOWN You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting. Req469 and Bloat146.
GOBLIN/KOBOLD/CAVER Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties.
ELF FOREST RETREAT Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal. Bloat25.
MONSTER Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self. PowerGoal60.
MERCHANT With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game. PowerGoal62.
MAGIC There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers. Bloat134, PowerGoal58, PowerGoal68, PowerGoal84, PowerGoal92, PowerGoal97, PowerGoal108, PowerGoal122 and PowerGoal128.
CONTROL A WIZARD ENTITY Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes. Bloat134, Bloat147, PowerGoal58 and PowerGoal60.
DEITY Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography. Bloat344, Bloat376, Bloat377, Bloat382, PowerGoal64, PowerGoal75, PowerGoal82, PowerGoal86, PowerGoal90, PowerGoal105, PowerGoal109, PowerGoal113, PowerGoal118, PowerGoal122, PowerGoal125, PowerGoal135, PowerGoal139, PowerGoal141 and PowerGoal146.
WORLD GENERATION PARAMETERS Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go. Bloat150, Bloat217 and PowerGoal125.
TERRAIN/WEATHER/SWIMMING/FLYING/BOATS Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls.
PLANES Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game. PowerGoal81.
EDITORS Draw your own region maps, create your own towns, creatures, items, start situations, etc. For example, you could create Earth at various time periods (or an amalgamation of various time periods).
AND MORE, AND WORSE I'm still too embarrassed to share every idea we had... The Keep and Event Horizon came up. You don't want to know.


Building blocks for some of the arcs

Core items[edit]

Core-item Name Status Description Requirements
Core1
WRESTLING Completed Introduce close combat with various manuevers.
Core2
ADVENTURER EATING AND DRINKING Completed Start the adventurer with food and allow them to eat and drink.
Core3
CARAVANS (Future) Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous. Core38
Core4
GROUND INTERACTIONS Completed Introduce adventurer interacting with the environment.
Core5
ADVENTURER TRAVEL Completed Allow the adventurer and companions to travel between sites on the world map.
Core6
BASIC ADVENTURER ENVIRONMENTAL EFFECTS Completed Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
Core7
CONVERSATIONS Completed Add the ability to talk to other creatures in adventure mode.
Core8
ADVENTURER SHOPS Completed Basic buying and selling of objects in adventure mode.
Core9
TOWNS Completed Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
Core10
OO CODE UPDATE Completed Update all of the major code objects to C++.
Core11
ENEMY PETS (Future) Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
Core12
END GAME Completed Handled dwarf mode end game.
Core13
BEAST ATTACKS Completed Have the larger beasts that live in the caves attack your fortress during dwarf mode.
Core14
FIRE Completed Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
Core15
PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES (Future) Enemy leaders play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
Core16
END GAME 2 Completed Additional dwarf mode end game.
Core17
LEGENDS Completed Introduce the legends screen, historical events and historical figures.
Core18
INTERFACE KEYS Completed Put the interface keys in editable files.
Core19
TUTORIALS (Future) Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
Core20
TITLE MOVIES Completed Do the intro movies with sound.
Core21
SOUND (Future) Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
Core22
ADVISORS (Future) Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
Core23
THE MANUAL Completed Do all of the sections of a basic manual to be viewed in-game.
Core24
ADVENTURER PARTIES (Future) Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option. Core61
Core25
PLOT CLEANUP Completed The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.
Core26
OVERLAND ARMIES ATTACKS (Future) The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default). Core25, Core45
Core27
ARMIES OF DWARVES (Future) You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions. Core26
Core28
CONTROL OF TERRITORY AND EXTERNAL LOCATIONS (Future) As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item. Core29, Bloat172
Core29
EXTERNAL CONSTRUCTIONS (Future) World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change). Core28
Core30
KINGDOM (Future) If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions. Core28
Core31
MAPS FOR SITES Completed Caves and goblin fortress maps.
Core32
STARTING QUESTS Completed Set up asking about surroundings, basic quests and town defense.
Core33
SERVING YOUR MONARCH (Future) Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
Core34
ABANDONMENT Completed Preserved dwarves when you abandon a game in an 'army' for later use.
Core35
DWARF RAIDS (Future) If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode. Core27
Core36
BURROWS (Future) You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
Core37
RETIREMENT Completed Add the ability to retire (or rest) your adventurer in any town.
Core38
SITE RESOURCES (Future) The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
Core39
END GAME 3 Completed Additional handling of dwarf mode end game.
Core40
MONSTERS (Future) Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
Core41
TOWN, HOME AND SCHEDULES Completed People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
Core42
TOWN, ITEMS (Future) Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
Core43
TOWN, IMPORTANT LOCATIONS (Future) Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay. Core42
Core44
OVERLAND TOWN MIGRANTS Completed If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
Core45
CIVILIZATIONS AT WAR (Future) Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations. Core44
Core46
ARMY BATTLES (Future) Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it. Core45
Core47
CLEANING HISTORY Completed Unimportant dead historical figures should be abstracted away to save space.
Core48
SEAMLESS MAP Completed The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
Core49
FULL Z AXIS Completed The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
Core50
TILESET SUPPORT (Future) Allow graphical tiles to be used for all game objects.
Core51
SIZEABLE GAME WINDOW (Future) Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
Core52
INTERFACE OVERHAUL (Future) A coherent interface, additional options and mouse support.
Core53
MORE RAW FILES (Future) Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.
Core54
TRANSLATION SUPPORT (Future) Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
Core55
LIGHTING (Future) This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc). Req96
Core56
IMPROVED FORTRESS TRANSPORTATION (Future) Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
Core57
IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING (Future) As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
Core58
DOCUMENTATION (Future) The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
Core59
LOVE AND ROMANCE (Future) Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
Core60
HEIRS (Future) Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.
Core61
ADVENTURER ENTITIES (Future) Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in. Core24
Core62
FURTHER DIPLOMACY (Future) Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.
Core63
SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS (Future) First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
Core64
INDIVIDUAL AFFILIATIONS (Future) People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
Core65
ADVENTURER SITE AFFILIATIONS (Future) When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
Core66
HIDDEN FUN STUFF (Future) No game is complete without it!
Core67
RUINS (Future) There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place. Core68
Core68
GRAVEYARDS AND TOMBS (Future) Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them. Core67
Core69
OLD BATTLEFIELDS (Future) Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
Core70
FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS (Future) Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
Core71
BANDITS AND CULTS (Future) It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
Core72
ROBUST ATTRIBUTE SYSTEM (Future) Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
Core73
COMBAT OVERHAUL (Future) This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
Core74
WOUND HANDLING (Future) Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
Core75
ADVENTURER GENERATION AND SCENARIOS (Future) The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fully into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
Core76
EMBARK SCENARIOS (Future) Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
Core77
AGE AND POPULATION TRACKING FOR ENTITIES (Future) Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
Core78
WILDERNESS POPULATION TRACKING (Future) Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
Core79
COLLECTORS AND FINDING BUYERS (Future) As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
Core80
ARTIFACT MAGIC (Future) An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
Core81
TRIBUTE (Future) The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
Core82
THIEF AND SUPPORTING CAST (Future) Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.
Core83
ARREST AND PUNISHMENT (Future) The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
Core84
HUNTING AND GATHERING (Future) You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
Core85
CHOP, DIG, BUILD! (Future) As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
Core86
ADVANCED ADVENTURER SKILLS (Future) Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
Core87
PROPER DWARVES (Future) Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
Core88
PROPER ELVES (Future) As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
Core89
PROPER GOBLINS (Future) At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
Core90
PROPER KOBOLDS (Future) Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
Core91
PROPER UNDERGROUND/MAP FEATURES (Future) Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
Core92
APPEARANCE VARIABLES/DESCRIPTIONS (Future) This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
Core93
RANDOMIZED MEGABEASTS AND POWERS (Future) (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. Core92
Core94
RANDOMIZED REGIONS AND THEIR FLORA/FAUNA (Future) The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc. Core92
Core95
RANDOMIZED ENTITIES AND CIVILIZED CREATURES (Future) As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects. Core93, Core94
Core96
GENERALIZED CURSES AND OTHER ALTERATIONS (Future) "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects). Core92
Core97
IMPROVED PHRASE STORAGE (Future) The current system of storing names is not very extendable, so it needs to be altered to support later changes.
Core98
BASIC GRAMMAR (Future) The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files. Core97
Core99
WRITING (Future) Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this. Core98
Core100
NEW LANGUAGE ITEMS (Future) Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems). Core99

Reqs[edit]

Reqs are old bugs, additions and adjustments that have to be handled.

Req-item Name Status Description Requirements
Req1
PILE MASTERY AND TYPES (Future) Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
Req2
IMPROVED WORK ORDERS (Future) Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
Req3
TWEAK PRODUCTS OF WOOD BURNING Completed
Req4
PAYMENT FOR STORAGE JOBS Completed
Req5
STOP TREES FROM BEING ADJACENT Completed
Req6
CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS Completed
Req7
PARTY NOTIFICATION OPTION (Future) Option to turn off notification about dwarves organizing parties.
Req8
RIVER ACTIVITY AND ATTACKS (Future) If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.
Req9
RESTRAINED SLEEP (Future) People don't sleep/rest when they are chained/caged.
Req10
CARETAKER WELL USE Completed Caretakers seeking water should be able to use wells.
Req11
IMPROVED RESCUE (Future) People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
Req12
WRESTLE TARGET PROBLEMS Completed A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
Req13
WINTER CAVE RIVER Completed (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
Req14
OUTSIDE LAVA BLOCKING Completed Units shouldn't attempt to enter the map if you've blocked it off with lava.
Req15
LAVA AND TREES Completed Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
Req16
REMOVE PUBLIC CHEST/CABINETS Completed This is part of the swap over to the bin system.
Req17
AJAR DEFAULT DOOR SETTING Completed
Req18
ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES (Future) People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.
Req19
TARGETING PROBLEM Completed Champions didn't seem to want to target anything.
Req20
PILE CHECKING (Future) People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
Req21
BODYGUARDS LEAVING (Future) Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
Req22
HAULING PROFESSION (Future) New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.
Req23
USE GROUNDING TO CURE TRAFFIC JAMS Completed
Req24
TRANSFER PILES (Future) You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.
Req25
TANTRUM THROWS Completed Thrown tantrum objects don't hit other friendlies, but they should.
Req26
SLEEPING THROUGH TANTRUMS Completed Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
Req27
IMPROVED WORKSHOP INTERFACES (Future) Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.
Req28
CHASMING REFUSE Completed They used to throw refuse in the chasm. Now they don't. They should.
Req29
SOLDIER PROFILES (Future) Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.
Req30
MORE TRADE GOODS Completed Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
Req31
EXPAND AVAILABLE EQUIPMENT FOR SETTLERS Completed
Req32
SKILL SYNERGY (Future) Have some skills give bonuses to other skills.
Req33
SMARTER ENGRAVER Completed Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
Req34
SHODDY ITEMS (Future) Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
Req35
SHODDY START ITEMS (Future) Shoddy items for low skill settlers. Req34
Req36
INIT BUG Completed Potential initialization problem for dwarf mode if previous games have been played.
Req37
TRIGGER LINK INTERFACE (Future) It could be more clear about what you are linking to and what it will do.
Req38
JOB INFORMATION RETENTION (Future) Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.
Req39
AXES FOR WOODCUTTERS Completed
Req40
IMPROVED OUTPOST LIAISON Completed Liaison should come earlier and be more useful.
Req41
BUILDING CONSTRUCTION ITEM SELECTION Completed There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.
Req42
STOP JOB RESUME WHEN UNDER ATTACK Completed
Req43
MOVIE MAKER INTERFACE (Future) Put fast-forward back in, some other tweaks.
Req44
JOB ASSIGN OPTIMIZATION Completed
Req45
TARGET OPTIMIZATION Completed (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
Req46
JOB AMOUNT ABUSE (Future) Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
Req47
GENERAL CHASMING OF ITEMS Completed Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
Req48
NO RECORD Completed
Req49
POUR BUCKETS INTO BARRELS Completed
Req50
ERRANT BLOOD PLACEMENT Completed In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
Req51
OVER-POWERED TANTRUMS (Future) Damaging certain buildings is too easy.
Req52
NO RECORD Completed
Req53
NO RECORD Completed
Req54
FOCUS 3D (Future) Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
Req55
NO RECORD Completed
Req56
NO RECORD Completed
Req57
NO RECORD Completed
Req58
SOLDIERS ON TOP OF MILITARY SCREEN Completed
Req59
COLOR ON UNIT SCREEN Completed
Req60
BLOCK EXPLANATIONS Completed Can't tell what's blocking you when are blocked going down dwarf stairs.
Req61
INVASION AFTER-EFFECTS (Future) If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
Req62
SITE CLIFF DEFINITION Completed There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
Req63
SMALL PET ATTACHMENTS (Future) People don't care when their smaller pets die.
Req64
ACCESSIBILITY ISSUES (Future) Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.
Req65
CRASH BUG WITH BOWS Completed
Req66
PROBLEM WITH POPULATION CREATION Completed
Req67
MONSTER BURIAL Completed They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
Req68
HUNTING ARMOR (Future) Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
Req69
IMPROPER BURIAL Completed They put a corpse in a coffin that wasn't flagged "Use for Burial".
Req70
BREAKUP ITEM STACKS (Future) Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.
Req71
ARMY PROFILES (Future) This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
Req72
WILD BEASTS POPULATING SITES Completed
Req73
SOME CODE CLEANING Completed
Req74
MINING DESIGNATIONS (Future) A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
Req75
REWALL Completed Option to re-wall or fill in channels, using some stone.
Req76
INTELLIGENT HUNTING (Future) Crossbow hunters should be more intelligent about their ammo.
Req77
SOME NEW WILDERNESS CREATURE TYPES Completed
Req78
TWEAK FOR PILES Completed
Req79
JOB CANCEL NOTICES (Future) Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
Req80
WILDERNESS INTERACTIONS (Future) Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
Req81
ARTISANS WEARING ARMOR (Future) Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
Req82
NUMBERED JOB REPEAT (Future) Option to have numeric repeats for a job.
Req83
INTELLIGENT JOB HANDLING (Future) More job suspensions rather than complete cancellations.
Req84
SKILL ROLL CONSISTENCY (Future) Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
Req85
PAIN DEADENING AND SCARS (Future) Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
Req86
JOB PRIORITIZING (Future) Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).
Req87
IMPROVE DROWNING (Future) Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.
Req88
STOCKS AND CORPSES Completed Problem with corpses/body parts in the stockpile screen.
Req89
DIG INTERFACE PROBLEM Completed
Req90
MULTIPLE AUTOMATED SHOP (Future) Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
Req91
LEATHER COUNTING (Future) Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
Req92
BETTER SHOOTING INTERFACE (Future) Archery can neglect same square and grounded targets, need to have choice if many are in same square.
Req93
NO RECORD Completed
Req94
ABANDONMENT FIX Completed
Req95
BETTER TRAP TEXT (Future) Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
Req96
LIGHTING (Future) Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
Req97
VERMIN SWARMS IN ADVENTURE MODE Completed
Req98
ART IMAGES Completed
Req99
BURYING THINGS (Future) Allow items to be buried under the soil.
Req100
COIN STORES (Future) Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
Req101
HAPPINESS UPON RELEASE FROM CONFINEMENT Completed
Req102
SOME WAGE ADJUSTMENTS (Future) Jeweler and mechanic jobs should take a little longer but pay more.
Req103
NO RECORD Completed
Req104
SLAYER ANNOUNCEMENT (Future) In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
Req105
SOME BUILDING INTERACTIONS Completed
Req106
FINALIZING THE STATE OF ACTIVE FLOWS (Future) If flows are active when the player quits, their effects need to be handled.
Req107
PRIMITIVE WEAPONS (Future) Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
Req108
INTERFACE BINDINGS Completed
Req109
FINISH TRAP BAITING (Future) It's very sparse right now. Gems aren't actually used.
Req110
NEMESIS TRADES (Future) If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
Req111
FILE I/O CHECKING (Future) It could give more feedback about save/load errors.
Req112
ITEM AGGREGATES (Future) Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.
Req113
RACE SPECIFIC PROFESSION NAMES Completed
Req114
DWARF LEVEL TWISTING ISSUES Completed Can see/shoot through dwarf twisted areas improperly sometimes.
Req115
NO RECORD Completed
Req116
PROBLEM WITH LEAVES TEXT Completed
Req117
PET CAGE ASSIGNMENT PROBLEM (Future) Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
Req118
SOLDIER STATIONING LOAD PROBLEM Completed Bug with soldier stationing after load.
Req119
LOSS OF THREAD PLANT RESOURCES Completed It still gives you one thread from pig tail(5).
Req120
OFF DUTY SOLDIER STORES (Future) Off-duty soldiers don't store their belongings, but they should.
Req121
BACKPACK AND QUIVER USE Completed Problem with quivers and backpacks conflicting in dwarf mode especially.
Req122
RESPECT BELT SLOT Completed The belt inventory slot is created by pants, but this is only partially respected.
Req123
NO RECORD Completed
Req124
CAVE-IN RAMIFICATIONS (Future) There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
Req125
BUILDING DAMAGE AND INVADERS (Future) Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
Req126
INVADERS AND WELLS Completed (Obsolete) Invaders are blocked by wells, but they don't destroy them.
Req127
CLARIFY DOOR DESIGNATIONS Completed The door designations are very confusing right now.
Req128
TRAFFIC JAMS Completed The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
Req129
IMPROVE COOKING (Future) More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.
Req130
SOME MORE END GAME STUFF (Future)
Req131
RECEIVING OFFERINGS (Future) When you get king, you should receive offerings.
Req132
ELF CHECK DEFICIENCIES (Future) Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
Req133
ELVEN TRADE GOODS (Future) Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
Req134
FORTIFICATION OBJECT PROBLEMS (Future) Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
Req135
HIDDEN REQUIRED FUN STUFF (Future)
Req136
ADVANCED STEALTH (Future) Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.
Req137
ORPHANED BABIES (Future) Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.
Req138
ALCHEMY AND HEALING (Future) Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.
Req139
POSSIBLE KO BUG Completed Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
Req140
BETTER JOB CANCELLATION (Future) If you are a few steps from completing your job and get a little hungry, you should stick it out.
Req141
HANDLE DISCONNECTED COMPONENTS Completed Sometimes needs to deal with disconnected caves on loss.
Req142
WEIGHT/INJURY INTERFACE (Future) It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.
Req143
ADVENTURE WEAR ISSUES (Future) The wearing things in adventure mode should take time and be interruptable.
Req144
NAME ENTRY Completed Ability to enter name manually, at least your first name (which is never translated).
Req145
CHANNEL INTERFACE PROBLEMS Completed Sometimes channels can display several times because of the way it links them. This can be changed.
Req146
PILE ISSUES (Future) Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
Req147
BUILD PATH VIOLATION Completed
Req148
EXPANDED DUNGEON AI (Future) Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.
Req149
FINISH ITEM DAMAGE (Future) Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.
Req150
SAFE-CAGING ISSUES Completed Possible problem with caging dangerous animals.
Req151
LEGENDS SCREEN Completed
Req152
GRAMMAR PROBLEMS (Future) There are various grammar problems.
Req153
LINE DRAWING Completed Basic problem with how line code treats adjacent squares.
Req154
PROBLEM WITH SECONDARY SCROLLING Completed
Req155
NO RECORD Completed
Req156
PROJECTILE UNIT KILL CAUSES (Future) Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.
Req157
PROBLEM WITH DISTANCE CALCULATION Completed
Req158
THEFT WEIGHT LIMITS (Future) Fix up theft weight limits. They are currently arbitrary.
Req159
ANIMAL MISCHIEF BROKEN Completed
Req160
INVENTORY PROBLEMS Completed
Req161
LEADER TITLES (Future) Civilization leaders need proper titles.
Req162
ENTITY RECIPES (Future) Civilization initial recipes. This also includes some food management for civs so food items can be created more easily. Req129
Req163
NEMESIS SAVE BUG Completed
Req164
ITEM DAMAGE ISSUES (Future) Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
Req165
REFINE POISONING (Future) Refine unit contamination amounts and levels.
Req166
REFINE WAGON AI Completed Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
Req167
NO RECORD Completed
Req168
ADVENTURER RIDERS (Future) Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
Req169
RAMP USAGE Completed
Req170
PROBLEM WITH ANIMAL TRAINING AND 3D Completed
Req171
TARGETING AND MOVEMENT ISSUES (Future) Some adventure mode melee targeting and movement code issues.
Req172
PROBLEM WITH MULTIPLE HUMAN CIVS (Future) It only checks one human civ per season, so some of the update code can work too slowly.
Req173
CULLING (Future) Cull things when there are too many. It needs to pick the things that are less likely to be missed.
Req174
REASON FOR OFFERING (Future) There's no point of offering goods to your own king right now.
Req175
TRADE OPTIMIZATION (Future) Improve trading code.
Req176
PET TRADE PROBLEM Completed
Req177
KING ENTOURAGE (Future) Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
Req178
NO RECORD Completed
Req179
SMALL PET INVENTORY DESCRIPTIONS (Future) Pet-in-inventory descriptions need to respect the body of the holder.
Req180
ENGRAVING LOOK PROBLEMS (Future) You can see engraving descriptions even if you are off of the facing level.
Req181
MOUNT PROJECTILE ISSUES (Future) There are potential problems with riders when mount becomes projectile.
Req182
BUILDING PLACEMENT INTERFACE Completed Need to explain why red X appears.
Req183
LOOK/SHOOT INTERFACE (Future) Improve look interface code a bit. Let you choose targets in shoot/throw.
Req184
FLOORS IN LOOK SENTENCES Completed In the look sentence in adventure mode, it could include information about the floor type.
Req185
NO RECORD Completed
Req186
PROPER CIV NEIGHBORS (Future) Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.
Req187
SEVER EFFECTS Completed Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.
Req188
SPEED REFINEMENT (Future) Differentiate attack and move speed. This has many ramifications and associated difficulties.
Req189
ARCHER ARMOR START SKILLS (Future) Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
Req190
CREATURE KNOWLEDGE (Future) Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
Req191
TREE PREFERENCES (Future) Tree preferences are fairly arbitrary right now.
Req192
TRANCE BONUSES (Future) Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
Req193
CHANGE ITEM ACQUISITION (Future) When people choose inventory items they like, they don't consider dropping what they are already wearing.
Req194
STARTING BELT OBJECTS (Future) Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
Req195
ITEM MATERIAL PROBLEM Completed
Req196
DRINK APPRECIATION PROBLEM (Future) Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
Req197
BUTCHERY OPTIMIZATION (Future) The butchery code can be consolidated with some other sections of the program.
Req198
KO VOMIT CHOKE (Future) If you are knocked out, you should choke if you vomit sometimes.
Req199
VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION (Future) There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
Req200
ARCHER ISSUES (Future) Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
Req201
POTENTIAL PROJECTILE PROBLEM (Future) No symptoms, just a code-check.
Req202
DRESS/ROBE PROBLEM Completed If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
Req203
PROPER HEALING (Future) Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
Req204
MID-TRADE GAME ENDINGS (Future) If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
Req205
NO RECORD Completed
Req206
ITEM WRESTLING (Future) Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
Req207
CONSOLIDATE MISS ANNOUNCEMENTS (Future) Consolidate repeated miss announcements. A few other announcements could also be collapsed.
Req208
DEAL WITH POTASH VS ASH Completed
Req209
ENTITY DEF ITEM TYPES Completed
Req210
GROUP SKILLS IN STARTUP Completed
Req211
TOMB STORAGE AND ACCESSIBILITY (Future) Problem storing inaccessible body in tomb. The job was repeatedly created.
Req212
RE-EVALUATE HAUL LOCATIONS Completed A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.
Req213
BABY SEARCHER PROBLEM Completed Thirsty mothers cannot seek lost babies effectively.
Req214
START SCENARIOS (Future) See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.
Req215
NEMESIS SAVE BUG Completed
Req216
SOME DISPLAY RATE ISSUES Completed
Req217
BUILDING CONSTRUCTION PROBLEM (Future) Suspend building constructions if item blocking the build site are unreachable.
Req218
MERCHANT ANNOUNCEMENTS (Future) Notification when merchants are done unloading.
Req219
VERMIN PROBLEM (Future) Possibly issue when cleaning vermin references.
Req220
MULTIPLE DEPOTS (Future) Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
Req221
HISTORY GENERATION Completed Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.
Req222
SAVE COIN BATCHES GLOBALLY Completed
Req223
SET RACE MAKER PROPERLY ON ITEMS Completed
Req224
PARRYING AND ITEMS (Future) Refine parrying chances, based on item type.
Req225
BUILD PATH VIOLATION Completed
Req226
BUILDING ADMIRATION BUG (Future) A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
Req227
PEAKS AND VOLCANOS Completed Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.
Req228
ALLOW MULTIPLE SITES IN A SQUARE Completed
Req229
PROBLEM WITH SUBREGION TYPING Completed
Req230
AIMED SHOTS AND BODYPART SIZES (Future) Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.
Req231
NO RECORD Completed
Req232
CAVE RIVER ENTITIES (Future) Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
Req233
ISSUES WITH ITEM SHARING Completed There are some potential problems with shared items that need to be addressed.
Req234
MULTIGRASP WEAPON PROBLEM (Future) It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
Req235
ENTITY ARMOR ISSUES Completed For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
Req236
ADVENTURE MODE BUILDING INTERACTIONS (Future) Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.
Req237
ASKING ABOUT SURROUNDINGS Completed
Req238
IMPROVE SMELTING Completed
Req239
REMOVE STRANGE NOBLE REQUESTS Completed
Req240
HAVE CONTENTS CHECKED FOR BAD TRADES Completed
Req241
PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS Completed
Req242
HIDE TRAPS FROM ADVENTURER Completed
Req243
PROBLEM WITH GRAB-TEARS Completed
Req244
PLACE CREATURES IN LARGE COMPONENTS Completed
Req245
PROBLEM WITH FULLSCREEN FONTS Completed
Req246
FINISH USING ENTITY ITEMS Completed
Req247
IMPROVE END GAME Completed
Req248
IMPROVED CAVE POPULATIONS Completed
Req249
ADVENTURE STORE RESTOCKING (Future) Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features. Core3
Req250
DEAL WITH HIRING RETIREES Completed
Req251
PATH BLOCK MESSAGES Completed On a hunt job, path block message was issued repeatedly.
Req252
USE BARRACKS BEDS (Future) People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
Req253
JUSTICE MANDATE NUMBERS (Future) The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
Req254
ASSIGN WEAPON PREFS FROM MIL SCREEN Completed
Req255
IMPROVE SQUAD SELECTION Completed
Req256
BUTCHERY ISSUES (Future) Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
Req257
TYPES OF EATERS (Future) It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
Req258
STRANGE MOOD HELP (Future) Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.
Req259
PROBLEM WITH SLAYER NAMES Completed
Req260
DEGREES OF BARTERING (Future) Merchants need to tell you the extent to which your offer failed.
Req261
BARTER CONTAINER PROBLEMS (Future) In adventure mode, container contents mess up bartering in a number of ways.
Req262
PROBLEMS WITH WATER Completed Water currently rots and should be value zero.
Req263
INAPPROPRIATE CONTAINERS (Future) Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
Req264
STOP SPEAKING TO UNINTELLIGENT CREATURES Completed
Req265
RETIREMENT ISSUES (Future) Shouldn't be able to retire while you are talking or otherwise in the middle of something.
Req266
SITE LOOTING (Future) Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.
Req267
PERSISTENCE OF CORPSE ASSOCIATIONS Completed
Req268
ADVENTURE MODE TWEAK Completed
Req269
PROBLEM WITH CAVE POPULATIONS BEING IN TOWN Completed
Req270
AUTOSAVE Completed We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.
Req271
SAND ISSUES Completed Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
Req272
CLARIFY COIN QUOTAS Completed When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
Req273
STATE OF EMERGENCY (Future) Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.
Req274
ABORTING WORLD GENERATION Completed Ability to leave history generation in the middle.
Req275
KIDNAPPING ISSUES Completed Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
Req276
STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS Completed
Req277
STRANDED NEMESES (Future) Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
Req278
COIN STACKS Completed Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
Req279
MERCHANT COUNTER-OFFERS Completed Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.
Req280
STAIRWAY BLOCKAGE INFORMATION Completed Needs to tell you why stairways are blocked when you fail to move.
Req281
RESPECT NEMESIS INVENTORIES Completed
Req282
ERRONEOUS COMBAT MESSAGES Completed
Req283
CHANGED SOME END GAME PARAMETERS Completed
Req284
CONTAINER PLACEMENT (Future) Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
Req285
OLD BLOODY WALLS (Future) Need to handle bloody river walls in dwarf mode.
Req286
HUNTER SLEEP PREFS (Future) Make hunters sleep on the ground only while hunting.
Req287
SPECIFIC MATERIAL USE (Future) Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
Req288
FLOODGATE PLACEMENT ISSUES (Future) It's very common for people to get blocked off by floodgates while placing them.
Req289
MORE CLEANING (Future) Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
Req290
WIELD ISSUES (Future) It can be confused about which object is wielded, and there are some issues about the primary hand.
Req291
NOBLE DEATH (Future) Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.
Req292
NO RECORD Completed
Req293
STORAGE OPTIMIZATION Completed The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.
Req294
NO SILK ROPE SKILLS Completed Does clothesmaking skill go up when silk ropes are made?
Req295
DROWNING ISSUES Completed Although drowning is generally harsh, there was a case of people just swimming around in the river.
Req296
INDOOR PLANT DEATH Completed Some indoor bushes would die and disappear quickly.
Req297
INNER DEFENDERS Completed The inside defenders need to occasionally go on forays or you can just pick them off at range.
Req298
SLIDING UNDER ENEMIES (Future) If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.
Req299
RIVER SITE UPDATE Completed If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
Req300
TREE DISPLAY PROBLEM (Future) Snow covered leafless deciduous trees aren't white.
Req301
TRAP AVOIDANCE (Future) Invaders shouldn't fall for traps if they've seen them used.
Req302
ADVENTURER PROFESSIONS (Future) Need to be able to tame the lizards you find, wood work, make clothes, whatever.
Req303
ENTITY ENEMY LEGEND (Future) If you become a town's enemy, it needs a legend event for it.
Req304
STRANGE FOOD OWNERSHIP (Future) Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.
Req305
CHEAP BARRELS (Future) In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.
Req306
UNIT NAME ISSUE (Future) Technical problem with unit name display.
Req307
BLANK TANTRUM MESSAGE Completed "(blank) is destroyed by Aliz, craftsdwarf."
Req308
FARM FERTILIZER DISPLAY Completed Show fertilizer amount for farms where it has happened.
Req309
CHANNEL/AQUEDUCT INTERACTIONS Completed Water should go from channels to aqueducts or you should be able to place floodgates on channels.
Req310
ITEM NAME ISSUE Completed Technical problem with item name display.
Req311
MELEE TRAINING ISSUE Completed Melee training seems to be deadly again.
Req312
DOUBLE IMPROVEMENTS (Future) Artifact was studded with gold and gold.
Req313
ROAD BUILDING (Future) Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
Req314
LEGEND DISPLAY PROBLEM (Future) Long history names busted -- it should instead place it on two lines if possible.
Req315
REPEAT ATTACK BUTTON (Future) Repeat attack button, esp. for specific wrestling.
Req316
WAIT KEY Completed Wait key in adventure mode.
Req317
CORRECT AGING (Future) Need creatures to age properly when reloaded, incl. retirees.
Req318
ALCHEMY PILE (Future) Alchemical pile filled with lye, vials and so on.
Req319
WAKE UP! Completed Adventure mode sleep needs to clear upon being attacked.
Req320
NAMING ISSUE (Future) There's an issue with some unit names
Req321
ARCHERY PRACTICE GROUNDING Completed While doing archery practice, people that were grounded don't stand up until it's over.
Req322
COIN BATCH ISSUE Completed Potential problems with coin batches for non-currencies. Need to check.
Req323
BREAK EXPLOIT (Future) Can draft then undraft to end breaks.
Req324
PROACTIVE BEAST ATTACKERS (Future) The large beasts could afford to be slightly more aggressive.
Req325
PUNGENT BUGS (Future) Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
Req326
HARDER FISHING (Future) Fishing is a little too easy, maybe.
Req327
CORPSE PROCESSING (Future) Can process corpse to eat etc if you have a sharp object.
Req328
NAMING ISSUE (Future) Issue with some unit names.
Req329
STRANGE POPULATION ISSUES Completed Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
Req330
CHARGE CHANGE (Future) Knock-backs without people falling on the ground should be more common in charging.
Req331
ATTACK OPPORTUNITY NUMBERS (Future) It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.
Req332
SHORT JOB NAMES (Future) In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.
Req333
RESPECT CONTAINER CAPACITY ON PICKUP (Future) Container capacity needs to be respected on pickup as it is with the put command.
Req334
CRASHING ISSUE I Completed There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.
Req335
INFESTATION FREQUENCIES Completed The creatures selected to infest caves don't respect their population frequencies.
Req336
GOOD/EVIL/SAVAGERY VERMIN CHECKS (Future) A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.
Req337
IN-GAME SNAPSHOTS Completed Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
Req338
MEMMAP ISSUES (Future) There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.
Req339
MYSTERY WEB Completed A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.
Req340
FIRE FLOW SLAYER CREDIT (Future) Creatures don't get credit for killing creatures directly with flows.
Req341
RIVER LOOPS Completed The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
Req342
FROZEN WATER DISAGREEMENT Completed The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
Req343
CORNER DOOR DETAILING Completed A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.
Req344
TOWN ANIMALS UNDER THREAT (Future) Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
Req345
REST/SLEEP CONFLICT Completed When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
Req346
PROJECTILES FALLING THROUGH FLOORS Completed Corpse pieces have occasionally been observed falling through the floor.
Req347
ERRONEOUS FOOD OWNERSHIP (Future) If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.
Req348
SURROUNDING CHAT BIOME VERIFICATION (Future) When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.
Req349
PATH FIND ALTERATIONS (Future) Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.
Req350
CRASH ISSUE ON BODY PART VIEW Completed During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
Req351
PET INFO CRASH Completed There was a crash related to null pet and owner pointers inside some pet info.
Req352
TEMPERATURE FLOW SLAYERS (Future) Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
Req353
PROJECTILES AND FLOWS (Future) Some projectiles survive environmental effects unaffected.
Req354
DIAGONAL FLOW PATHS (Future) Diagonal-tending dragonfire has a tendency to wrap backward.
Req355
LIQUID CREATURE SUPPORT (Future) Some creatures like magma men need better support for extreme temperature effects to work properly for them.
Req356
GRASS-TREE BURN SPEEDS (Future) Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
Req357
FIRE AND TEMPERATURE (Future) In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
Req358
CONTAMINANT MATERIALS (Future) Contaminant materials need to be tracked more carefully.
Req359
CONTAMINANT TEMPERATURE EFFECTS (Future) Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
Req360
TEMPERATURE AND ROTTING (Future) The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
Req361
CORE TEMPERATURE VS EXTREMITIES (Future) Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
Req362
CREATURE SUBTYPES AND TEMPERATURE (Future) The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
Req363
VERMIN AND TEMPERATURE (Future) Vermin are currently unaffected by temperature and flows.
Req364
VENOM... BARRELS? (Future) Traders bring venom in barrels instead of vials. This might be excessive.
Req365
AGGRESSIVE SAPLING GROWTH (Future) Saplings seem to show up all over the place, including under lava or water. Might be handled.
Req366
DISTANT OFFICERS (Future) It will often select the worst possible officer for a case. It should consider distance issues, for example.
Req367
LOST FOOD (Future) The eat job sometimes loses control over the munchy's location.
Req368
THE WELL BUCKET AND MAGMA (Future) The well bucket is not affected by local temperatures as it should be when it descends.
Req369
MISSING UNIFORM (Future) When resetting clothing for temperature conditions, it can destroy guard uniforms.
Req370
EATING IN STRANGE ROOMS (Future) The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
Req371
AXE USE DEACTIVATED (Future) Deactivating squads can do strange things to axe use preference.
Req372
TANTRUM EXHAUSTION (Future) Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
Req373
RAMP WALLS Completed There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
Req374
PET CAP (Future) Evaluate alternatives to the 50 per type animal cap.
Req375
OTHER CAVES (Future) Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
Req376
ADV MODE LIGHTING PROBLEMS (Future) There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
Req377
AMAZING VERMIN ENTRY (Future) Eater vermin from map features can get into things that are impossible to get into.
Req378
LACK OF FLUID MIXING IN CONTAINERS (Future) It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
Req379
TRAILS AND ROADS (Future) There should be trails and roads all over the place in civilized areas.
Req380
AREA DIFFICULTIES (Future) There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
Req381
MOOD WORKSHOP (Future) There should be additional indicators of which workshop has been taken over by a mood dwarf.
Req382
OFFER CONFIRMATION (Future) A confirmation might be helpful for making offerings in the depot.
Req383
RAW FISH NAME (Future) Raw fish might need to be renamed for clarity
Req384
BUILDING JOB CHECKS (Future) Need to look into how often buildings do job checks and when they reset their counters.
Req385
HAUL JOB OVERRIDES (Future) Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
Req386
PERSISTENT CURSOR POSITION (Future) There are some mode changes in dwarf mode where the cursor position should persist.
Req387
TOTAL PROFESSION NUMBERS (Future) There should be a way to view the total numbers enabled for each labor list item.
Req388
ROOM QUALITY DISPLAY (Future) There should be an easier way to view the quality of a room.
Req389
PERSONAL ROOM TRAFFIC (Future) Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
Req390
JOB INFORMATION (Future) You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
Req391
WOUNDED BABY CARE (Future) Mothers don't care if their babies are wounded, even if they are being carried at the time.
Req392
HAULING ORDERS (Future) More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
Req393
MINING SKILL SETTINGS (Future) There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
Req394
VARIOUS COMPENSATION METHODS (Future) Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
Req395
HOLDING ARTIFACTS (Future) There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
Req396
OBSTACLE HANDLING FOR BUILDERS AND MINERS (Future) When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
Req397
ERRONEOUS CAGED UNIT DEATHS (Future) A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
Req398
PLATE/CHAIN LAYERING VS. ARMOR LEVEL (Future) Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
Req399
DIRT ROADS ON ICE (Future) When roads are built over ice, trampled dirt can be created spontaneously.
Req400
DYED CLOTH STOCKPILE SEPARATION (Future) The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
Req401
PREMATURE TRADE SCREEN EXITS (Future) It's easy to skip out of the trade agreement screens without knowing what happened.
Req402
SAVE TO MAIN MENU TRANSITION (Future) Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
Req403
DAMBLOCK OPTS (Future) There are some optimizations that can be made to the damage blocking calculations.
Req404
STILL BARRELS (Future) If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
Req405
VERMIN TRACKING (Future) There are some problems with the accounting of vermin populations.
Req406
PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU (Future) Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
Req407
RECLAIM STACKS (Future) On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
Req408
DOMESTICATION AND ENTITY DEFS (Future) The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
Req409
BAG RESERVES (Future) The ability to reserve bags for uses other than seed storage would be useful.
Req410
KITCHEN ISSUES (Future) It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
Req411
ZOOMING AROUND (Future) It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
Req412
DROWSINESS VS. KNOCKOUTS (Future) Dwarves can having drowsiness problems if they are KO'd for long periods of time.
Req413
PAIRED ITEMS ON ARMOR STANDS (Future) Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
Req414
EQUIPMENT STORAGE (Future) Need to salvage some armor stand/weapon rack storage code for use by soldiers.
Req415
SCHEDULING ISSUES (Future) There are some minor adventure mode town schedule issues that need addressing.
Req416
PAIRED IMPROVEMENTS (Future) For the most part, improvements on pregenerated paired items should be made identical.
Req417
"WATER"SKINS? (Future) Military dwarves should be apt to carry booze instead of water.
Req418
WEIGHT AND VALUE PROBLEMS (Future) There are a lot of inconsistencies with weight and value numbers in the raws.
Req419
PRICE SETTER STORAGE (Future) Technical issue with price setter storage.
Req420
DRINK JOB CONNECTION CHECKS (Future) Some drink jobs don't check connectivity correctly.
Req421
BUILDING NAMES (Future) Custom names for buildings. For stockpiles they can be inherited by containers.
Req422
ROCKY ROAD (Future) Road building can be annoying on rocky maps.
Req423
WEALTH OVERCOUNTS (Future) Held/worn items are counted too much toward fortress wealth.
Req424
PLANTING CANCELLATIONS (Future) Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
Req425
DWARVEN WAGONS Completed Dwarves have wagons, so they should use them to trade.
Req426
WATERFALL EDGES (Future) Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
Req427
ELITE SOLDIER SETTINGS (Future) You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
Req428
TASK PRIORITIES (Future) It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
Req429
FARM SETTINGS LOST (Future) It can destroy preset crop selections for future seasons when there's a problem with the current season.
Req430
JOB POSSIBILITIES DISPLAYED (Future) When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
Req431
EQUIPMENT CLEANING (Future) You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
Req432
SETUP SCREEN CHANGES (Future) Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
Req433
FLOATING (Future) Objects with proper densities should float in liquids. This should also apply to swimming creatures.
Req434
MESSAGE CONTROL (Future) All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
Req435
SETTINGS FOR BASIC JOBS (Future) There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
Req436
EQUIPMENT DISPOSAL (Future) There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
Req437
ASHERY SKILLS (Future) Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
Req438
REFERENCE UPDATE (Future) Some internal references should be stored differently.
Req439
FISHERY AUTOMATION (Future) The fishery (and other workshops) should have automation features.
Req440
TRAVELER OUTFITS (Future) Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
Req441
CHILDREN AND GROWTH (Future) Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
Req442
SHOPKEEPERS AND THEIR INVENTORY (Future) Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
Req443
UNIT-JOB SCREEN IMPROVEMENTS (Future) The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
Req444
FLEEING SOLDIER AI (Future) Fleeing soldiers don't cope well with not being able to reach their exit location.
Req445
INJURED HUNTERS (Future) Injured hunters should not attempt to hunt in general.
Req446
COOKING SELECTION ISSUE (Future) Cooking had an issue where it selected a barrel and the object inside of it.
Req447
PRESERVING VALUABLE STONES Completed There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
Req448
INTERRUPTED JOB DURATIONS (Future) Issue with job durations versus interruptions.
Req449
BARRACKS ASSIGNMENTS (Future) Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
Req450
USEFUL BREAKS (Future) Dwarves should actively pursue non-work related activities while they are taking breaks.
Req451
LIAISON AND WORKERS (Future) You should be able to request specific workers and worker types from your outpost liaison.
Req452
IMPROVE LOCAL MATERIAL TABULATION (Future) The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
Req453
COFFIN OBJECT ISSUES (Future) Issues with the items in coffins versus building destruction and rotting.
Req454
FOOD SELECTION (Future) There are some issues with food choice relative to value and distance.
Req455
RAMPS ON BOUNDARIES (Future) Some ramps were omitted on block splits.
Req456
KIDNAP INFO HANDLING (Future) Kidnapped dwarves need to have more game info removed.
Req457
STEAM EFFECTS (Future) There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
Req458
ZOMBIE BODIES (Future) Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
Req459
CAVE-IN COLUMN WEIGHTS (Future) Cave-in columns need more careful weight calculations.
Req460
INITIAL RIVER DISPLAY (Future) It needs to initialize river flow directions before the rivers are initially displayed.
Req461
FLOWS AND DIRECTIONAL CALCULATIONS (Future) Certain flow calculations still only run in 4 directions.
Req462
CONTAMINANT TEMPERATURE AND MOISTURE (Future) Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
Req463
FORBIDDEN WARES (Future) The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
Req464
EXCESSIVE BAIT (Future) Dwarves should not use entire stacks of meat or fish to bait traps.
Req465
METAL BLOCK/BAR WEIGHTS (Future) Need to watch out for the weight of metal objects versus metal bars.
Req466
WRESTLING GRASPS VERSUS OTHER ACTIONS (Future) It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
Req467
UNDEAD HEALING (Future) Undead and construct-type creatures tend to heal when they shouldn't.
Req468
EXTRACT MATERIALS (Future) The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
Req469
HUMAN MIGRANT ISSUES (Future) In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
Req470
UNDEAD POPULATIONS (Future) Undead populations aren't tracked properly.
Req471
ASKING DIRECTIONS (Future) You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
Req472
MIXING LIQUID CONTAMINANTS (Future) Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
Req473
MATERIAL REWRITE (Future) There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
Req474
PATH BUFFER CLEARING (Future) There's a bit of an optimization that can be done to the periodic path buffer clearing.
Req475
SIEGE ENGINES AND THE Z AXIS (Future) Siege engines need to respect the z axis.
Req476
DEEP OBJECT PLACEMENT ISSUE (Future) There's an issue with object placement in one of the deep areas.
Req477
CONNECTED SITE COMPONENTS (Future) Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
Req478
LOCAL ARMY MOVEMENT (Future) There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
Req479
GOBLIN TOWER ISSUES (Future) There are some issues with swamps, vegetation and subterranean areas in goblin towers.
Req480
DWARVES ON FIRE (Future) Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
Req481
HATCH OPENING FOR DIAGONAL FLIERS (Future) It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
Req482
FISH CLEANING IMPROVEMENTS (Future) You should be able to remove relevant portions (shell/bones) of fish during cleaning.
Req483
BLOOD VISIBILITY (Future) Blood of all types should be visible on whatever color stone it falls on.
Req484
WIND (Future) Local wind patterns need to be more interesting.
Req485
GROUNDED/SWIMMING (Future) Need to square the commonly-used notion of being on the ground with swimming.
Req486
VISION AND SWIMMING (Future) Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
Req487
WATER PRESERVATION (Future) There are some cases where water is deleted when it might be pushed away to other tiles instead.
Req488
WARM STONE PROBLEM (Future) There are some rare cases where warm stone next to lava gets its temperature reset.
Req489
MIGRANT CHILDREN AGES (Future) The ages of migrant children are not based on the raws.
Req490
MATERIAL DEMANDS AND MANDATES (Future) Local materials lists for demands aren't compiled properly now.
Req491
ADVENTURE MODE TRADE SKILLS (Future) Some of the features from dwarf mode trade can be moved over to adventure mode.
Req492
MELTED OBJECT SIZE (Future) When objects change states, their sizes need to be tracked more carefully.
Req493
MISSING MIGRANT TYPES (Future) A few professions don't occur as migrant types.
Req494
INITIALIZING PREFERENCES ISSUE (Future) There's a minor issue with unit preferences and which ones it knows about at which times.
Req495
FISH SEARCH (Future) Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
Req496
WORLD MIGRANT LINKS (Future) Migrants joining towns on the world map don't get proper entity links.
Req497
RIVER STONES FOR ENTITIES (Future) Civilizations don't use alluvial deposits properly.
Req498
SAME-SQUARE MOVEMENT (Future) There are some adventure mode issues with same-square interactions.
Req499
BETTER PRESSURE Completed Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
Req500
SITE POPULATIONS (Future) There are various little issues with site animal populations that need to be cleaned up.
Req501
MINOR WILDERNESS POP ISSUES (Future) There are some minor issues with the distributions of local wilderness populations.
Req502
FROZEN WATER CONTAMINANTS (Future) Contaminants for frozen liquids aren't tracked carefully enough.
Req503
FLIERS/SWIMMERS AND BUILDING TARGETING (Future) Creatures with unusual movement types can't target buildings properly.
Req504
RUIN PLACEMENT (Future) Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
Req505
CAVE-IN DUST (Future) Dust flows from cave-ins need to be generated more carefully.
Req506
IMPROVED CAVE-IN MECHANICS (Future) The cave-in framework isn't being used for much. There should be more requirements for supports again.
Req507
SOIL CAVE-INS (Future) Certain rock/ground types shouldn't support anything by themselves.
Req508
WALKING ON BUILDINGS (Future) It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.
Req509
CASTRATING ANIMALS (Future) Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
Req510
FIRES IN CONTAINERS (Future) Fires should not be able to burn in sealed containers.
Req511
ARMORED AGAINST JUSTICE (Future) People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.
Req512
PERSONAL HYGIENE (Future) Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.
Req513
FOOD PLURALS (Future) Food items need plurals (for the description screen for example).
Req514
MAP GENERATION BIAS (Future) The mid-level square maps never use the bottom right corner if all biome priorities are the same.
Req515
CONSTRUCTION BUILDING PLACEMENT (Future) You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.
Req516
ELVES TRADING ANIMALS (Future) Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
Req517
KIDNAP THOUGHT (Future) Children should have some kind of thought about being kidnapped.
Req518
OFFICE WORK (Future) Proper office work should require a table by the chair.
Req519
BEAST INTERRUPTIONS (Future) Beasts should not constantly interrupt workers that aren't actual under threat.
Req520
EASY-TO-SKIP MEETING SCREENS (Future) It's too easy to skip passed important meeting screens by pressing space.
Req521
WATERY RAMPS (Future) Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
Req522
FLYING UP (Future) In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
Req523
STREAM WATER FEET (Future) Stance points need to get water covers when walking over wet streams.
Req524
SALT WATER PONDS (Future) You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
Req525
MORE RIVERS (Future) Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.
Req526
WOOD RAW TOKENS (Future) Wood raws are missing a lot of customizable properties that other materials have.
Req527
PROMPT MEETINGS (Future) People that have meetings should take care of them promptly. The broker should get to the trade depot when called.
Req528
SOME NEW STOCKPILE SETTINGS (Future) People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
Req529
CONSTRUCTION WEAR (Future) Constructions don't wear down in the same way that regular smoothed walls do.
Req530
ORE/ALLOY AMOUNT PROBLEMS (Future) Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.
Req531
IMPROVED WORLD MAP DURING EMBARK (Future) The tiles on the world map should be more representative of what's actually there.
Req532
EDGE PROJECTILES (Future) Ammunition fired at the edge of the play area shouldn't bounce against it.
Req533
BUILDING CONSTRUCTION INCONSISTENCIES (Future) There are some issues about diagonal access and so on with building constructions.
Req534
MINING SIDES (Future) Dwarves sometimes go on a long detour to mine a wall from a particular side.
Req535
WATER CONTAMINANT CONTROLS (Future) Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.
Req536
MAP BOULDER (Future) Should be able to pull up a stone object from boulder tiles.
Req537
MASTER RECORD KEEPER (Future) Record keepers gain skill too quickly.
Req538
MORE VEGETATION CONTROL (Future) Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
Req539
UNDIGNIFIED DIGGING (Future) Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.
Req540
FULL REACTION CLASSES (Future) Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
Req541
WATERPROOF AXLES (Future) Somebody wanted to stick an axle through a wall without it leaking everywhere.
Req542
NOBLE QUEUE ISSUES (Future) The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
Req543
MEETING/CONVERSATION/GAME/PARTY LINKS (Future) Many social activities in the game should be further organized and consolidated.
Req544
WORK ANIMAL ASSIGNMENT (Future) There are various issues with work animal assignment. It needs to be updated.
Req545
LAZY COMMANDERS (Future) In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
Req546
MORE FARM FAILURE INFORMATION (Future) Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.
Req547
AUTOSAVE NAME CONFUSION (Future) Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
Req548
IN-GAME INIT OPTION ACCESS (Future) You should be able to change any reasonable init option within the game (flows as numbers, etc.).
Req549
PERSONALITY VS. PROFESSION (Future) Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.
Req550
CEILING INFORMATION (Future) You should be given at least some information about the ceiling above a tile in certain circumstances.
Req551
LOADED AREA IN OCEAN (Future) It keeps track of too many Z levels when you swim deep out into the ocean.
Req552
STUCK AND CAN'T DIG (Future) Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
Req553
FLOWS VERSUS TREES (Future) Water and magma should be able to flow passed (and burn for magma) trees.
Req554
WALLS VERSUS MAGMA (Future) Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
Req555
MORE EFFECTIVE TRADE AGREEMENTS (Future) Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
Req556
SAVING SOUND OPTIONS (Future) You should be able to save sound options back to the init file from the sound options menu.
Req557
FROZEN RIVER SOURCES (Future) River source squares that are just going to stack water on ice squares shouldn't make water.
Req558
MORE INFORMATION ABOUT ITEMS IN USE (Future) Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
Req559
POST-EMBARK LOAD INDICATOR (Future) After getting through the final embark screen, it can leave you hanging for quite a while.
Req560
WORKSHOP PROFILE CHANGE (Future) When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
Req561
LOCAL WILDERNESS POPULATION REPLENISHMENT (Future) Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
Req562
ROOMS FOR APPOINTEES (Future) Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
Req563
CONSORT POSITION (Future) Need to handle the position of consorts in the case that their spouses die.
Req564
MORE CUSTOMIZATION FOR UNITS (Future) You can set their type names, but being able to set colors or custom tiles should also be possible.
Req565
CAGE CLEANING (Future) You need to be able to free cages of all the various filth that collects there.
Req566
SKY AND ICE (Future) Need to make ice and sky look different, since there are conflicts at night.
Req567
SMOOTHING AND ENGRAVING SKILLS (Future) They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
Req568
LIMB BLOOD DROPPING (Future) Bloody limbs that fly up in the air don't drop blood.
Req569
BETTER TERRAIN ESCAPE (Future) There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
Req570
VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT (Future) It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
Req571
STANDING IS GOOD Completed If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
Req572
PLEASE FORM A LINE (Future) Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
Req573
BOOZE THE WOUNDED (Future) Wounded dwarves should be brought booze in the absence of or even instead of water.
Req574
BUILDING MECHANISM LOSS (Future) Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
Req575
UNDERWATER PROJECTILES (Future) Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
Req576
WANDERING FEATURE POPULATIONS (Future) Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
Req577
AMMO PRICES (Future) All prices have problems, but improved ammo is especially ridiculous.
Req578
SAME SQUARE DRINKING (Future) If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
Req579
CAGE TRAP CONTROLS (Future) Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
Req580
FLUID TEMPERATURE TRANSFER (Future) It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
Req581
CONTAMINANTS WITH CONTAMINANTS (Future) It needs to track whether you are covered with salt/filthy water for example.
Req582
UPWARD DIAGONAL MOVEMENT RATES (Future) It only applies a speed modifier to horizontal diagonal movement.
Req583
REWALLING IN WATER (Future) You should be able to drop some simple constructions down into the water, as long as it's reasonable.
Req584
MORE CONTROL OVER ROOMS (Future) You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
Req585
SNOWY WORLD GEN MAP (Future) The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
Req586
FORMER ENTITY MEMBER STATUS (Future) Former entity members need to have that status tracked more explicitly.
Req587
SUCCESSION (Future) New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
Req588
ADVENTURE MODE TOWN BED USE (Future) Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
Req589
CONSORT HANDLING (Future) There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.

Bloats[edit]

Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.

Bloat-item Name Status Description Requirements
Bloat1
ITEM GLOSSES Completed
Bloat2
MORE ITEM IMPROVEMENTS (Future) Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
Bloat3
PLAY (Future) Kids should want toys and play with them, adults can use puzzle boxes.
Bloat4
HIDDEN FUN STUFF Completed
Bloat5
BURROWS Completed (Upgraded) Moved this to a core item.
Bloat6
BAR COUNTING (Future) Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
Bloat7
RENTAL UNITS (Future) Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
Bloat8
RENT SETTING (Future) Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
Bloat9
NOBLE RENT TWEAKS (Future) Nobles tweaking the rent of places they like so as to obtain them.
Bloat10
WHEELBARROWS (Future) Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
Bloat11
FOOD HOARDERS BEWARE (Future) Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
Bloat12
VERMIN TROUBLE (Future) More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
Bloat13
HUNTING THE SMALL (Future) Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
Bloat14
HUNTER AI (Future) Be smarter about returning kills when interrupted.
Bloat15
FILTHY COMBAT EXTENSIONS (Future) Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
Bloat16
ADVENTURING IN DWARF MODE Completed (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
Bloat17
UNDERWATER DUNGEONS (Future) There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
Bloat18
VERMIN AND DISEASE (Future) Link vermin to plagues.
Bloat19
FLUID WORKSHOPS (Future) More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
Bloat20
TRAP CONVERSION ISSUES (Future) It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
Bloat21
VARIOUS GHOST IDEAS (Future) Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
Bloat22
ART HISTORY (Future) Comments on art work, over different periods in the artist's career.
Bloat23
END GAME EXPANSION (Future) Extend adventure opportunities in end game caverns.
Bloat24
ADVENTURE MODE TWEAK Completed
Bloat25
ELVEN FOREST RETREAT (Future) Control elf forest retreat. They could be on break all the time.
Bloat26
SIDE STORIES (Future) Little scenarios and side stories added to caves to make them more interesting.
Bloat27
ABSTRACT KNOWLEDGE SYSTEM (Future) Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
Bloat28
GATES (Future) Sizeable giant gates that can be opened and closed remotely.
Bloat29
MECHANISMS OUTDOORS (Future) Allow some of the traps to be placed outside.
Bloat30
AUTOMATE KITCHEN (Future) It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
Bloat31
ABUSING DIPLOMATS AND MERCHANTS (Future) Various ways to assassinate diplomats and cause trouble.
Bloat32
WORKSHOP ASSIGNMENT (Future) Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
Bloat33
EYE GLASSES (Future) Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
Bloat34
MIRRORS (Future) Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
Bloat35
PROSTHETIC LIMBS (Future) Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
Bloat36
DICE AND PLAYING CARDS (Future)
Bloat37
COSTUMES (Future)
Bloat38
MASKS (Future)
Bloat39
CLOCKS (Future)
Bloat40
BETTER BEDS (Future) Can extend the list of available materials, add blankets, pillows, etc.
Bloat41
MECHANICAL TOYS (Future) Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
Bloat42
AUTOMATONS (Future) Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
Bloat43
THINGS TO SMOKE (Future) Things to smoke, pipes, smoke circle events and so on.
Bloat44
RESCUE OPERATIONS (Future) Rescuing kidnap victims using baron-level patrols or adventurers.
Bloat45
FLASKS (Future) Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
Bloat46
PROPER PREGNANCY (Future) Currently creatures become pregnant from a distance, although it does do a gender check at least.
Bloat47
POND FISHING (Future) Cats should fish things out of your ponds.
Bloat48
PERSONALITIES Completed Dwarves should be further individualized with the potential to affect most aspects of the game.
Bloat49
ARTIFACT GROUPS (Future) Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
Bloat50
RESTRICT ANIMAL TRAINING (Future) Decrease the effective age range for training animals.
Bloat51
FAMILY TREE INTERFACE (Future) Ability to view family trees. Show marriages, pets, parents of pets, etc.
Bloat52
INTERFACE MOVEMENT (Future) More ways in the interface to get between different unit/building/item views.
Bloat53
MANDATE TEXT (Future) Add some flavor text to noble mandates, including punishment descriptions.
Bloat54
BUILDING JOB PRIORITIES (Future) Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
Bloat55
SULLIES Completed Blood contaminants on units and items from fights and walking through pools, etc.
Bloat56
EXTEND FELL MOOD (Future) Extend fell mood to encompass other victims.
Bloat57
LAVA FURNACES Completed
Bloat58
MORE LIVESTOCK (Future) Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
Bloat59
MORE HAULING (Future) Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
Bloat60
KITCHEN STORAGE (Future) Allow kitchen to store some barrels, although not sure about this.
Bloat61
HIDDEN MACABRE FUN STUFF (Future)
Bloat62
WORKSHOP GUILD ASSOCIATIONS (Future) Extend guild associations to buildings. This can be used to control mandate punishments and other things.
Bloat63
COAL BYPRODUCTS (Future) Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
Bloat64
PROPER GEM ENVIRONMENTS Completed Link gem types with proper substrates as much as possible.
Bloat65
ROCK APPEARANCE Completed Make sandstone look better, can extend rock types in general.
Bloat66
NO RECORD Completed
Bloat67
PET AGE INTERFACE (Future) Mention pet age in their names or have profiles for them.
Bloat68
SCARY EVIL ARMIES (Future) Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
Bloat69
MORE END GAME (Future) Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
Bloat70
ROOM ASSIGNMENT INTERFACE (Future) Ability to assign rooms from the unit screen.
Bloat71
MORE UNIT TYPES Completed Add some more distinctions to dwarf unit types.
Bloat72
ELVEN DIPLOMACY (Future) Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
Bloat73
MORE DIPLOMACY (Future) Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
Bloat74
NO RECORD Completed
Bloat75
MINOR PUNISHMENT (Future) Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
Bloat76
MONSTER FIGHTING SKILLS (Future) Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
Bloat77
CLAY, MUD, ADOBE STUFF (Future) Can use the kiln, have glazes, etc. Bricks.
Bloat78
WAGE AND JOB MANDATES (Future) Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
Bloat79
BONUSES FOR GOOD JOB (Future) Bonus on top of regular wages for doing a good job. This is partially implemented.
Bloat80
POND WATER USE Completed Drink out of ponds if no wells or rivers accessible.
Bloat81
VISIBLE SWIMMERS Completed Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
Bloat82
EXTEND RANSACKING (Future) Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
Bloat83
PORTERS (Future) Nobles can have other people store their possessions, possibly for a wage.
Bloat84
LEFT/RIGHT SPLIT Completed Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
Bloat85
MORE FOOD PREFS (Future) Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen. Req129
Bloat86
UNIT DISTINCTIONS (Future) Distinguish thieves a bit based on quality as they gain skill.
Bloat87
PET ADMIRATION ISSUE (Future) Issue/optimization with being satisfied at seeing animals you like.
Bloat88
MORE SLEEP DISTURBANCES (Future) Make nearby violent deaths disturb sleepers heavily, or even wake them up.
Bloat89
EXTREME MOOD MODIFICATION (Future) Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
Bloat90
MUTINY (Future) Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
Bloat91
HOUSE OF ANIMALS (Future) Advocacy from the house of animals noble.
Bloat92
BETTER PARTIES (Future) Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
Bloat93
AMOROUS RELATIONSHIPS (Future) Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
Bloat94
INSTRUMENT USE (Future) Instrument use at parties.
Bloat95
GRUDGES (Future) Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
Bloat96
WAGE ADJUSTMENT (Future) Bonuses for dangerous taming jobs.
Bloat97
ETCHING (Future) Etching on items. Could lead to magical runes type stuff.
Bloat98
HIDDEN FUN STUFF Completed
Bloat99
SELF-SERVICE HEALTHCARE (Future) Take charge of your own health if nobody comes to help after a while.
Bloat100
TECHNICAL SITE EXTENSIONS Completed Some issues with extending dwarf mode to other sites.
Bloat101
CAGE OPTIMIZATION (Future) Optimize the caging routines.
Bloat102
AMMO FETCHING (Future) Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
Bloat103
THIEF AI (Future) Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
Bloat104
CHITIN PROCESSING (Future) Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
Bloat105
OSTRACISM AND SOCIAL STIGMA (Future) Alienation of badly misbehaving dwarves.
Bloat106
JUSTICE INTERFACE (Future) Give more information on the justice screen.
Bloat107
THIEF INFORMATION (Future) Give more information about how much thieves have stolen.
Bloat108
IMPROVE HISTORY SCREEN (Future)
Bloat109
DRINK IMPROVEMENTS (Future) More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
Bloat110
CAVE-IN INJURIES (Future) Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
Bloat111
KNOWLEDGE OF TREES (Future) Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.
Bloat112
IMPROVE CALENDAR (Future) Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.
Bloat113
THEFT IMPROVEMENTS (Future) Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.
Bloat114
THEFT IMPROVEMENTS (Future) Make the highest power thieves more daring and interesting.
Bloat115
MISSING HIST FIGS (Future) Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
Bloat116
ART IMAGERY (Future) More varied art imagery, such as buildings and siege engines.
Bloat117
SIEGE ENGINES (Future) Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific.
Bloat118
INTERFACE MOVEMENT (Future) Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
Bloat119
CONTAINER CONTENTS PAGING Completed Clean up scroll overflows on the item screen.
Bloat120
JOB STATS OPTIMIZATION (Future) Technical tweak of job completion number storage.
Bloat121
CHAR MAP CUSTOMIZATION Completed (Upgraded) Ability to customize the character maps has been superceded by tiles.
Bloat122
OWNABLE LIQUIDS (Future) Certain liquids should be ownable.
Bloat123
SIBLING MIGRANT ISSUE (Future) Sibling migrants don't track relationships properly.
Bloat124
SMALL MIGRANTS (Future) Allow migrants to bring babies and the small pocket pets.
Bloat125
VERMIN OFFERING RESOLUTION (Future) Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.
Bloat126
HIDDEN FUN STUFF Completed
Bloat127
HEALING CODE TWEAK (Future) There's a small issue with healing that might slow the mending of breaks slightly.
Bloat128
DREAMS (Future) Use the current dream code to make it track random dreams, could do premonitions with this.
Bloat129
INVENTORY SHUFFLING (Future) Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
Bloat130
OPTIMIZATION FOR INVASIONS (Future) Speed optimization for invasion code.
Bloat131
INVASION HISTORIES (Future) Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
Bloat132
HIDDEN FUN STUFF (Future)
Bloat133
PHILOSOPHER ADVOCACY (Future) Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
Bloat134
WIZARD STUFF (Future) This bloat was just to remind me about books and all kinds of magic stuff arc.
Bloat135
WRESTLING (Future) Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
Bloat136
WRESTLING (Future) Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.
Bloat137
WRESTLING (Future) Technical issue with stuck-ins and freedom of movement.
Bloat138
WRESTLING (Future) Handle grab-tear shaking and further poison injection.
Bloat139
WRESTLING (Future) Incidental item/item, item/bp tangle-ups.
Bloat140
SPECIFIC WRESTLING INTERFACE Completed
Bloat141
WRESTLING MOVES AND MORE INTERFACE (Future) Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.
Bloat142
AND MORE WRESTLING (Future) Reversing wrestling holds.
Bloat143
PUNISHMENT (Future) Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
Bloat144
DISEASE AND INFECTION (Future) Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
Bloat145
RUST (Future) Rust and verdigris and so on.
Bloat146
HUMAN TOWN MODE (Future) Control human town. See future dev.
Bloat147
WIZARD MODE (Future) Control wizard from tower, etc. See future dev.
Bloat148
EARLY GAME (Future) Start games in Age of Myth. See future dev.
Bloat149
LATE GAME (Future) Run games passed the Golden Age into more mundane times. See future dev.
Bloat150
WORLD CUSTOMIZATION (Future) Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
Bloat151
HIDDEN FUN STUFF (Future)
Bloat152
FIGURINE SHAPES (Future) Shapes for figurines.
Bloat153
MORE UNIT SCREENS (Future) Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.
Bloat154
ACTIVATE SOLDIERS FROM MAIN SCREEN Completed
Bloat155
MERCHANT FOOD PRICES (Future) Expand merchant price tweaks to cover foods.
Bloat156
SIEGE ENGINE IMPROVEMENT Completed
Bloat157
EXCISE SOME OLD PLOT STUFF Completed
Bloat158
COIN IMAGES Completed
Bloat159
CHANGE SNEAK SKILL (Future) Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
Bloat160
KILL VERMIN (Future) Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.
Bloat161
MORE PLAYER ABUSE (Future) Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.
Bloat162
POWDER THROWS (Future) Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
Bloat163
COLLECTOR QUESTS (Future) Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.
Bloat164
ITEM PLACEMENT (Future) Items should be placed in dwarf mode ponds sometimes after game.
Bloat165
WALL HANGINGS AND RUGS (Future) Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items. Core43
Bloat166
BATHS (Future) Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
Bloat167
ANIMAL PREFS AND DEATH (Future) Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
Bloat168
PET EATERS (Future) Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
Bloat169
INSIDE WILDLIFE Completed Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.
Bloat170
ROOM CLEANING (Future) Cleaning rooms more responsibly, perhaps before sleeping.
Bloat171
ADVENTURER AND TOYS (Future) You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).
Bloat172
DEEP SITES (Future) There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.
Bloat173
FINDING BUYERS (Future) Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
Bloat174
NOBLE RANK SYSTEM Completed Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.
Bloat175
CARE PACKAGES (Future) Being able to send comforting trinkets and provisions to your armies.
Bloat176
PHYSICAL FEATURES (Future) Various superfluous physical features for dwarves and others.
Bloat177
PRISON REFORM (Future) If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.
Bloat178
MINING TWEAK Completed
Bloat179
HIDDEN FUN STUFF (Future)
Bloat180
HIDDEN FUN STUFF (Future)
Bloat181
ABANDONMENT ISSUE (Future)
Bloat182
CAVE CLAIMING (Future) Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.
Bloat183
CHILD NAMING (Future) Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.
Bloat184
NO RECORD Completed
Bloat185
LIBRARIES (Future) Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
Bloat186
HIDDEN FUN STUFF (Future)
Bloat187
WRITING AND GRAPHICS (Future) If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.
Bloat188
KEYS (Future) Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc. Core42
Bloat189
INTERNAL AREAS (Future) Internal mushroom jungles and lost whatevers and so on.
Bloat190
UNDERGROUND LAKES Completed Large underground lakes, can build platforms on them, and the platforms can support further buildings.
Bloat191
SNAKES AND WORMS (Future) There are some complications from these creatures since they should always be on the ground and need to start that way.
Bloat192
LYING AND BEING PUNISHED (Future) You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.
Bloat193
DEMOGRAPHICS ISSUES 1 (Future) If a town runs out of women, they could seek more.
Bloat194
DEMOGRAPHICS ISSUES 2 (Future) If there are too many men in town, they could start more wars.
Bloat195
ADVENTURER MOUNTS (Future) Should be able to acquire mounts and beasts of burden.
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VILLAGE STORIES (Future) Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.
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MINIMAP ISSUES (Future) Center X on minimap and make sure it flickers properly.
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SITE SPRAWL (Future) The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.
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MINING/CUTTING ANNOUNCEMENTS (Future) It could announce when current reachable wood-cutting and mining jobs are done.
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PERSISTENT CONVERSATIONS (Future) Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.
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CONVERSATION UTTERANCE BUILDERS (Future) When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.
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CONVERSATION PLEASANTRIES (Future) Have random pleasantries with random responses.
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SPECIFIC QUERIES (Future) Can ask about any entity, site, creature etc that is known to you.
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STORE QUERIES (Future) Can ask about stores, people can direct you, even to another town.
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UNIT KNOWLEDGE (Future) Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
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DWARF/ELF COMMUNITIES (Future) Add meaningful things to the dwarf/elf communities.
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SLOW ESCALATION TO VIOLENCE (Future) Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
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VEGETATION ISSUES (Future) More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
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REGION FACTS (Future) Regions can have legend facts, like what dwells there. Only show discovered populations.
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STORE NAMES (Future) The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
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RELATIONSHIP OPTIMIZATION Completed There's a technical optimization tagged in the code for how they store relationships.
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BOTTLING (Future) Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
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HIDDEN FUN STUFF (Future)
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SPRINTING (Future) Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
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COIN ISSUE Completed Technical issue with coin batches.
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FINALIZE ART IMAGES Completed Art images should describe historical events, etc., rather than just being an image.
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SAVING MAP SEEDS Completed Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
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VEIN MINING OPTION (Future) Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
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HISTORY GROUPING (Future) When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
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AGING ITEMS (Future) Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
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ART IMAGE COMPLEXITY AND IMPROVEMENT (Future) Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
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FRIENDLY FIRE (Future) If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
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WILDERNESS CAUTION (Future) Abort random encounters against large groups of adventurers if there's no chance of attacker victory
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STATUE IMPROVEMENTS (Future) Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
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UNPREPARED FISH ROTTING (Future) Unprepared fish should rot slowly in the foodpile, like unrendered fat.
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WEB CHECK (Future) Technical issue with webs.
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LEAPING AND PITS (Future) Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
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ADVENTURE MODE DREAMS WHILE SLEEPING (Future) Dreams in adventure mode, occasionally you can get history, other information and quests this way
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QUICKLIME (Future) Bake limestone in a kiln for it, and implement some uses
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DWARVEN HUNGER Completed Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
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HIDDEN FUN STUFF (Future)
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SWEAT (Future) Linked to exertion, can have a number of effects.
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ARENAS (Future) Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
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APPROPRIATE ANIMALS FOR CIVS (Future) Dwarves shouldn't use full-sized horses to pull their wagons, for example.
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HALF-BLOCKED SKY (Future) "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
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MARTIAL LAW (Future) Nobles could declare martial law if things get out of hand, which could have various effects.
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EVIL ALCHEMY (Future) Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
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REGIONAL EVIL EXPLANATIONS (Future) Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
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REGION HISTORIES (Future) There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
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Z VEINS Completed Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
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CREATURE ANTICS (Future) Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
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REGIONAL POPULATIONS INFLUENCE CIV ITEMS (Future) The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
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CLOTHING VARIATIONS (Future) Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
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VOCALIZATIONS (Future) Battle yells, random grunts, etc.
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IMPROVEMENT OF ENGRAVINGS (Future) This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
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ORGAN RETENTION (Future) Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
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HERBIVORES AND LIVESTOCK AND SO ON (Future) Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
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TRANSLATION CLEARANCE Completed Go through and check languages for tone.
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PROPER BLOOD SUCKING (Future) Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
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AUTOMATIC MANDATE HANDLING (Future) Could add an option to make noble mandates go directly into the work order queue.
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USEFUL TREASURER (Future) The treasurer could walk around and combine coin stacks.
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ENVIRONMENTAL LEARNING (Future) Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
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ADVANCED WORK ORDERS (Future) Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
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GRAB-TEARS II (Future) If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
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INCIDENTAL HANGINGS (Future) If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
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VEGETATION MELTING/BOILING (Future) Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
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TANNING (Future) Tanning should probably be made more interesting.
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WATERPROOFING (Future) Waterproofing of leather might become an issue
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TAWING (Future) An interesting alternative to tanning.
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CUSTOM ENGRAVINGS (Future) People have expressed an interest in engraving custom text and symbols.
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LEGEND ERASURE (Future) It should be possible to rehide history events so that a new player can rediscover the legends of a world.
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MORE THOUGHT INFORMATION (Future) Certain thoughts need to store additional information.
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MASTERPIECE TRADE (Future) Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
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DYES AND MORDANTS (Future) There are all sorts of things that can be done with dyes and mordants.
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WOODEN FURNITURE DISASSEMBLY (Future) Ability to take apart wooden furniture.
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TALKING ABOUT THE WEATHER (Future) Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.
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EXTENDED BARTERING (Future) Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.
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SCREENSHOTS (Future) Ability to have the game output a screenshot easily.
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ALCHEMY (Future) Various uses and reactions of chemicals, acids etc.
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COMBAT LOGS AND EVENTS (Future) Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
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DRAGGING PEOPLE AROUND (Future) Ability to drag somebody around instead of releasing a wrestling hold when you move.
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WATER POISONING (Future) Malicious creatures might attempt to poison or otherwise taint your water supply.
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ONE-STEP OPTIONS (Future) Ability to set the amount of time advanced by the one-step key.
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CUSTOM COLORS (Future) Customizable unit and custom profession colors.
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REVENGE AND INJURIES (Future) More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
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HIDDEN FUN STUFF (Future)
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SOUND EVENTS (Future) Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.
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TRAPS THAT PROPEL THINGS (Future) Weapon traps cannot propel units, but giant hammer traps should propel units.
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IMPROVED LEVERS (Future) Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
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ONE-WAY/SECRET DOORS (Future) These would be nice but raise path-finding optimization issues.
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IMPROVE ANIMAL MANAGEMENT (Future) There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.
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MORE MINERAL PROPERTIES (Future) The various minerals should have additional properties. These might influence dig speed and so on.
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DEBUG OPTIONS (Future) Various ways to fiddle with internal settings.
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RIVER ROCKS (Future) The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.
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CREATURE RANGES (Future) A given creature should often have a more coherent range over the entire world, rather than going region by region.
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RAIN POOLING (Future) Rain should have a chance to collect in certain areas.
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THIN ICE (Future) Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
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DUST STORMS (Future) There should be giant dust storms, the Spain-sized ones you can see from a satellite.
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HUMANS USE HORSES Completed Humans should ride horses into battle if they are available.
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LAKE/SWAMP IMPROVEMENTS I (Future) Water lilies rooted to the soil below, duckweed floating in the water
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LAKE/SWAMP IMPROVEMENTS II (Future) Mosquitoes and leeches.
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DEEP AND PERSISTENT SNOW (Future) Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.
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LOCAL ROADS (Future) Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.
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CLEANING ADJACENT INACCESSIBLE SQUARES (Future) There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
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WEAPON TRAP EFFECTS (Future) Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.
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FINGERLESS GLOVES (Future) There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
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CONTINUOUS ITEM AMOUNTS (Future) Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
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IMPERFECT CONSTRUCTIONS (Future) You should be able to intentionally build submasterpiece buildings and items.
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FLATWORLD (Future) For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.
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ARCHERY TRAINING MATERIALS (Future) Standing orders for archery training regarding which material to use.
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BUILDING SQUARE BLOCKAGES (Future) Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
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CREATURE ART ELEMENTS (Future) Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.
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NOISE POLLUTION INDICATOR (Future) It might be helpful to have more of an idea where sleep-disturbing noise is coming from
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UNDERGROUND TREE CAPS (Future) Evaluate elf tree caps with respect to underground tree farms.
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GUILDS (Future) Bring guild back more robustly as local and civ-wide organizations.
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HIDDEN FUN STUFF (Future)
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DESCRIPTIVE INFO (Future) Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
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QUALITY/DAMAGE CUSTOM STOCKPILES (Future) Allow stockpiles to specify quality/damage state.
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SENSIBLE MIGRANT PROVISIONS (Future) Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
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STRICT STONE BUILDING MATERIAL REQUIREMENTS (Future) Some buildings require rock blocks where metal ones would do.
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UNIT INVENTORY DISPLAY (Future) Ability to see inventory somewhere on the unit profile screen.
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MIGRANT CONTROL (Future) Ability to refuse migrant groups with repercussions.
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STOCKPILE CONSOLIDATION (Future) Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
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DESIGNATION SIZE INFO (Future) When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
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DESIGNATION SHAPES (Future) Option to designate with circles and custom templates.
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PIPE SECTIONS (Future) Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
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PERSISTENT WILDS (Future) Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.
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VARIOUS GRASSES (Future) Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
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IMPROVED BLOOD TRACKING (Future) It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
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WORLD-SPANNING FEATURES (Future) Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
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FOOTPRINTS (Future) Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.
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MISCELLANEOUS MATERIAL ACQUISITION (Future) Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
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WIDER USE OF COLOR DEFINITIONS (Future) Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
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FOSSILS (Future) Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
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ADDITIONAL LIQUID TYPES (Future) Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.
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SKY AND TOPO DISPLAY (Future) Add various optional methods for visualizing the 3D stuffs.
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VARIOUS RIDING POSITIONS (Future) When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.
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IMPROVED SEASHORES (Future) Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.
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HIDDEN FUN STUFF (Future)
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CLEANSING EVIL AREAS (Future) The cleansing of evil areas needs to be put back in after tracking is improved.
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PRESSURE EQUILIBRIUM (Future) Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
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PATTERN FLYING CRITTERS (Future) Put the pattern flying cave feature critters back in.
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ARMOR CONTAMINATION FROM BLEEDING (Future) Requires location specific bleeding information, tied to scarring and infection.
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IMPROVE LIQUID SINK DIRECTION (Future) River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
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IMPROVED FARMING (Future) Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.
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ITEM PLACEMENT VERSUS SMALL AREAS (Future) Check some issues with the placement of objects versus small isolated areas.
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PEAT (Future) Make peat more than just another soil type.
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MORE OUTDOOR MAP FEATURES (Future) Various additional outside and inside features, like mesas, canyons, hill tops and so on.
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RIVER OVERFLOWS (Future) River overflows and the return of the associated farming techniques.
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BOULDER REMOVAL (Future) The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
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STUCK-IN CONTAMINANTS (Future) Issues with contaminants on item that becomes stuck inside another creature.
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MIGRANT HISTORICAL EVENTS (Future) Some issues with migrants and associated historical events.
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CLIMBING (Future) Ability to climb terrain that would be otherwise impassable.
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RELIGIONS AND CULTS (Future) Return of things like the death and weapon nobles via potentially world-wide religions and cults.
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WEB MOVEMENT (Future) Creatures that spin large webs should be able to move along the web, even in open space.
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SUPER NIGHT SKY (Future) Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.
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HEREDITY (Future) Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
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LINGUISTICS (Future) Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
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UNIT NAMES (Future) Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.
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MORE MECHANISMS (Future) Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
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UNAWARE OF PROFESSIONS (Future) Your adventurer should not know somebody is a "guard" for example without knowing a bit about the civilization or at least doing some observation.
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RIVER/LAKE IMPROVEMENTS (Future) There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
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BARRACKS FUNCTION SPLIT (Future) The barracks has various functions, and you should be able to say what goes on in a given barracks.
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SAVE KITCHEN SETTINGS (Future) You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
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TAKING NOTES Completed It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
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IMPROVED FISHING (Future) Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.
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HOLDING BREATH (Future) Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.
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MACROS (Future) You should be able to make keyboard macros to perform complicated repetitive actions.
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UNCONVENTIONAL AMMUNITION (Future) You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
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OTHER WATER SOURCES (Future) There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
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EMBARK PROFESSION UPDATE (Future) As you change skills on the embark screen, it should show the dwarf's resulting profession.
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VERMIN BODIES (Future) Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.
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FURNITURE FLUX (Future) You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.
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SITE RECTANGLE INFORMATION (Future) Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.
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GLACIER/OCEAN INTERFACE (Future) The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
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SMOOTHER ELEVATION CHANGES (Future) The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
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WATER ON BUILDINGS DISPLAY (Future) Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.
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GENDER-BASED PICTURES (Future) You should be able to further specify which graphical tiles are used if you like.
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LEGENDARY SWIM SPEED (Future) It could afford to make finer gradations for swim skill passed legendary.
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ITEMS AND GRATES/BARS (Future) Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).
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SUBORDINATE SITE POPULATIONS (Future) A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
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MORE WITH TRAPS (Future) Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.
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IMPROVED DRUNKS (Future) Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.
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CONVERSATION SKILLS IN ADVENTURE MODE (Future) With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.
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PRIVACY AND ADVENTURE MODE CONVERSATIONS (Future) Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.
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TALKING TO GODS (Future) Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.
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TEMPLE-SPECIFIC TASKS (Future) High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.
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MORE BUILDING CONVERSATION (Future) Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.
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LEGEND SUBSET SELECTION (Future) The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.
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MOODS AND IMPRESSIONS (Future) In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.
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GENERALIZE ARCHITECTURE SYSTEM (Future) The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.
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MORE SPHERE LINKS FOR TEMPLES (Future) Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.
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GOBLIN DUNGEONS (Future) The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.

Power Goals[edit]

Power Goals are the ultimate missions for the future.

PowerGoal Name Status Description
PowerGoal 1
MIGHTY ARMIES (Future) Mighty one-square armies burning villages or reeducating people to their entity.
PowerGoal 2
DWARVEN ARMIES (Future) Organize dwarven armies and use them to attack villages and caves on the overland map.
PowerGoal 3
SIEGE DEFENSE (Future) Armies torment enemy soldiers from the safety of a castle.
PowerGoal 4
SIEGE PRESSURE (Future) After a long siege, starving citizens eat the dead and whatever else they might fancy.
PowerGoal 5
SIEGE POWER (Future) Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.
PowerGoal 6
FIGHT AND DIE IN ELONGATED WARS (Future) You join up with an army and follow it around.
PowerGoal 7
THE ONE LEFT BEHIND (Future) You have a conversation with somebody whose parent died in a war.
PowerGoal 8
NEW SOLDIERS (Future) You conquer a city and take prisoners back to home, pressing them into service.
PowerGoal 9
BETTIN' ON FORGETTIN' (Future) You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.
PowerGoal 10
HELP US! (Future) A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.
PowerGoal 11
GHOST TOWN (Future) A village that was razed becomes peopled by zombies of the dead.
PowerGoal 12
CLAIM THE THRONE (Future) You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.
PowerGoal 13
ARTIFACT QUEST (Future) You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.
PowerGoal 14
THE SYSTEM (Future) You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.
PowerGoal 15
REVENGE AND THE WILDERNESS (Future) Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.
PowerGoal 16
CARE FOR YOUR STEEDS! (Future) You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.
PowerGoal 17
THE AFTERMATH (Future) Numerous scavengers pick through the remains on a recent battlefield, squabbling.
PowerGoal 18
THE WILY USURPER (Future) The evil advisor usurps the throne from the rightful heir.
PowerGoal 19
I HAVE PROOF! (Future) You walk into a town and shout "Behold! The left head of the ettin which I slew!"
PowerGoal 20
SETTLING DOWN (Future) After proving yourself in battle, you accept a gift and the hand of your spouse.
PowerGoal 21
THERE ARE WOMEN UPRIVER! (Future) You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.
PowerGoal 22
MIDNIGHT SAPPER (Future) In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.
PowerGoal 23
SO YOU CAN FEEL IT (Future) The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.
PowerGoal 24
MERCHANT TRAITOR (Future) You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.
PowerGoal 25
STRONG ARM ROBBERY (Future) You walk up to somebody and say "give me your tunic" and the guy says "a.. anything you want".
PowerGoal 26
THE INTIMIDATOR (Future) You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.
PowerGoal 27
HUNT THE CYCLOPS (Future) The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.
PowerGoal 28
RELEASE THE HOUNDS (Future) You shoot somebody in the leg, and he starts limping. Then you release the hounds.
PowerGoal 29
EVIDENCE OF SHAME (Future) The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.
PowerGoal 30
DECLAWED SNACK (Future) You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.
PowerGoal 31
YOUR DAD AND JUSTICE (Future) You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.
PowerGoal 32
IT MUST BE POSSIBLE! (Future) After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.
PowerGoal 33
CARAVAN CONSPIRACY (Future) The outlaws meet in the tavern to plot the robbery of the next caravan.
PowerGoal 34
BLESS OUR HERO ON THE QUEST (Future) Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.
PowerGoal 35
LEG BREAKER (Future) You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.
PowerGoal 36
NOT WELCOME HERE (Future) You - "How do I find the capital?" Peasant - (spits on the ground)
PowerGoal 37
BLOOD IN BLOOD OUT (Future) All the warriors come together and toast you into their band after you kill one of their compatriots.
PowerGoal 38
MORNING TEMPERANCE (Future) You are banished from the town for drinking before noon.
PowerGoal 39
RESPECTING AUTHORITY (Future) After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.
PowerGoal 40
THE MARKS OF A WARRIOR (Future) You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.
PowerGoal 41
THE ARENA (Future) You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.
PowerGoal 42
THE BLACK CAPS (Future) The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.
PowerGoal 43
LET'S HAVE A DRINK! (Future) You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.
PowerGoal 44
PATIENT PRIEST (Future) The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.
PowerGoal 45
MEET THE CYBERFIST (Future) You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.
PowerGoal 46
THE GIANT ASS BOOK (Future) You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.
PowerGoal 47
PLEA BARGAIN (Future) A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.
PowerGoal 48
ROAD HOUSE (Future) Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.
PowerGoal 49
SCREAM BALL (Future) Trolls take the captives and see if they can throw them all the way over the chasm to each other.
PowerGoal 50
SKULL GAMES (Future) Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.
PowerGoal 51
BAD GOBLINS (Future) Goblins play "who can make the prisoner scream the loudest".
PowerGoal 52
BEAST OF BURDEN (Future) Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.
PowerGoal 53
MESSALA (Future) The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.
PowerGoal 54
OFFICIAL CATTLE RUSTLER (Future) You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.
PowerGoal 55
THE CORRUPT CAPTAIN (Future) The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.
PowerGoal 56
AN UNFORTUNATE DECISION (Future) The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.
PowerGoal 57
NICE AND CLEAN (Future) The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.
PowerGoal 58
WHAT WERE WE THINKING (Future) You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.
PowerGoal 59
FOOLHARDY (Future) The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, "You're a fool! Don't do it!". Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.
PowerGoal 60
HUNGRY LIKE THE WOLF (Future) You put on a talisman, turn into a werewolf, and your buddy screams, "take it off!", but you can't understand him with your beast mind and soon fill with rage and kill him.
PowerGoal 61
REVERSE COMPOUND FRACTURE (Future) As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.
PowerGoal 62
THE EVIL PLAYER MEETS THE GOBLINS (Future) You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.
PowerGoal 63
INEXPERTLY AND REPEATEDLY (Future) You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.
PowerGoal 64
THE LOCAL SPIRIT (Future) You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.
PowerGoal 65
KINDA LIKE SNOW WHITE OR SOMETHING (Future) You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.
PowerGoal 66
IT WAS WORTH THE TIME (Future) The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.
PowerGoal 67
THE LOCAL ARENA (Future) You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.
PowerGoal 68
MAGICAL IDIOT PEEPER (Future) Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.
PowerGoal 69
THE LEGEND OF THE HORAK PART I (Future) The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.
PowerGoal 70
MUDSLIDE (Future) You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.
PowerGoal 71
YOUR PLATFORM (Future) The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.
PowerGoal 72
YEAH! (Future) The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.
PowerGoal 73
WHERE'S MY MONEY? (Future) The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.
PowerGoal 74
A PAINFUL MEMORY (Future) On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.
PowerGoal 75
SONG OF DREAD (Future) The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.
PowerGoal 76
THE GENERAL'S RING (Future) You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.
PowerGoal 77
YUCK! (Future) You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.
PowerGoal 78
WEREWOLF HUNTER (Future) Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.
PowerGoal 79
THE LEGEND OF THE HORAK PART II (Future) The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.
PowerGoal 80
BUT HOW DID HE DIE? (Future) You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.
PowerGoal 81
JOURNEY TO THE UNDERWORLD (Future) You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.
PowerGoal 82
ON KARNAK'S GOOD SIDE (Future) It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.
PowerGoal 83
DENIED ENTRY - THE PROPHECY! (Future) You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.
PowerGoal 84
KILL THE WITCH! (Future) The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.
PowerGoal 85
RETIRE AS A PEASANT (Future) You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.
PowerGoal 86
THE PROPHET OF AA (Future) The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.
PowerGoal 87
DO NOT MOVE FROM THAT SPOT (Future) A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.
PowerGoal 88
YOUR NAUGHTY CHILD (Future) You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.
PowerGoal 89
DIGESTIVE TRACT LESSON (Future) You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.
PowerGoal 90
BY THE POWER OF MOTHRA (Future) You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.
PowerGoal 91
STREET ALTERCATION (Future) He says "give me your money!". You say "no!". He says "give me your money or you're going to die" and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.
PowerGoal 92
ZOMBIES AND REPERCUSSIONS (Future) Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.
PowerGoal 93
IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY (Future) You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.
PowerGoal 94
STICK AROUND! (Future) The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.
PowerGoal 95
THE CROWN IS MINE! (Future) The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.
PowerGoal 96
BODY SHIELD (Future) You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.
PowerGoal 97
THE ROYAL CURSE (Future) You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.
PowerGoal 98
THE MIGHTY HAVE FALLEN (Future) You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.
PowerGoal 99
IMPENDING JAIL BREAK (Future) The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.
PowerGoal 100
THE DEATH PIT (Future) Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.
PowerGoal 101
SHAVED EVIL (Future) Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.
PowerGoal 102
SAVE MY DOG (Future) A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out "who will look after my dog?" before he dies. You look after it.
PowerGoal 103
THE LEGEND OF THE HORAK PART II (ALTERNATE) (Future) You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.
PowerGoal 104
WHERE IS THE OBJECT?! (Future) You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.
PowerGoal 105
MONUMENT TO DESTRUCTION (Future) You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.
PowerGoal 106
BOOK LEARNIN' (Future) Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.
PowerGoal 107
ZOMBIE JUICE (Future) The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.
PowerGoal 108
ATTACK OF THE VERMIN (Future) You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.
PowerGoal 109
LOVE OR WAR? (Future) You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.
PowerGoal 110
LEGENDARY LIAR (Future) You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say "to the castle to kill the beast!" Your companions abandon you and your reputation as a liar is secured for all time in the history books.
PowerGoal 111
OFF TO THE LARDER (Future) The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.
PowerGoal 112
THE LOCAL BREW (Future) You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as "Spittoondrinker" whenever you come back to visit.
PowerGoal 113
DIVINE INTERVENTION (Future) You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.
PowerGoal 114
IS THAT A POWER GOAL? (Future) The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.
PowerGoal 115
THE DEATH DRIVE (Future) The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.
PowerGoal 116
THE MIGHTY WYRM (Future) Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.
PowerGoal 117
ROW TO FREEDOM! (Future) Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!
PowerGoal 118
THE TREE OF LIFE (Future) As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.
PowerGoal 119
WINE FOR VICTORY (Future) You want to marry into the royal family, and the monarch says, "We're out of booze, go get some." You respond, "We know the elves have wine." The monarch declares, "You'll need an army!" You are given an army.
PowerGoal 120
ENTRANCE DENIED (Future) You -- "You know I'm the hero of Askabar. Come on, let me in the castle." Guard -- "You aren't the hero of Askabar. You're widely known as a low-life." You -- "Come on, I'll give you 3 copper coins." The guard spits on the ground.
PowerGoal 121
GET THE COW (Future) Two cattle rustlers are sitting there and one of them says, "if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow." The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.
PowerGoal 122
KILLER CURSE (Future) Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.
PowerGoal 123
THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES (Future) You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, "please let us go." You stick him and he holds you saying, "please, no, no." You cannot move with him clinging on you, so you brain him with the hilt of your sword.
PowerGoal 124
A BAD REPUTATION (Future) The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.
PowerGoal 125
SPEAR OF THE GODS (Future) The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.
PowerGoal 126
CAN I SPEAK TO THE OWNER? (Future) You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.
PowerGoal 127
TREE SAVIOR (Future) Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, "Don't, Offrox is too strong!" The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.
PowerGoal 128
WAND OF THE WIZARD (Future) You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.
PowerGoal 129
DAGGER DELIVERY (Future) The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.
PowerGoal 130
YOU ARE THE MOST INCOMPETENT (Future) The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.
PowerGoal 131
THE INTRIGUING PLAYER (Future) You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, "Hey, come listen!" Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.
PowerGoal 132
EVERYTHING IN ITS PROPER PLACE (Future) You sheathe your sword in the scabbard that hangs from your belt.
PowerGoal 133
PERSONALIZED ACCESORIES (Future) "That's my sword!" "No it's not. It's mine." "But your initials aren't P.W.! Look at the blade!"
PowerGoal 134
AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT? (Future) The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.
PowerGoal 135
JUST IN CASE (Future) You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.
PowerGoal 136
PEOPLE SAY I LOOK LIKE A CRIMINAL (Future) After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.
PowerGoal 137
YOUR CASTLE WAS EASY TO FIND (Future) You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.
PowerGoal 138
THEY MADE FUN OF HIS NAME (Future) The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. "Down below, there is a village. I want you to kill everyone living there." The lieutenant smiles, knowing that there will be carnage at last.
PowerGoal 139
A BATTERY OF AA MECHANICS (Future) You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.
PowerGoal 140
I JOINED THE TEAM WITH THE BEST UNIFORM (Future) You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.
PowerGoal 141
BROTHER BATTLE (Future) The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.
PowerGoal 142
GO KING GO! (Future) At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.
PowerGoal 143
HARD TIMES FOR THE DARTOKS (Future) The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.
PowerGoal 144
"THE GREEDY BARON" (Future) The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.
PowerGoal 145
ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING (Future) You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.
PowerGoal 146
WALKING INTO THE WRONG BAR (Future) Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.
PowerGoal 147
READY ON THE FIRING LINE! (Future) You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.
PowerGoal 148
THE FOOD RIOT (Future) The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.
PowerGoal 149
GERBIS, A HERO'S TALE (Future) You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You - "You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself." Your naive apprentice is calmed by your words. "Do you think you have what it takes to steal the dragon's egg?" Gerbis braces up and enters the cave.
PowerGoal 150
I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK (Future) You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.
PowerGoal 151
HE FELL FOR IT (Future) As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, "Look, over there!" and when the guard looks, you run.
PowerGoal 152
HUFFING DARKNESS (Future) You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.
PowerGoal 153
THE CRACKS OF DOOM (Future) You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.
PowerGoal 154
AMONG THE BARBARIANS (Future) The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.
PowerGoal 155
SHINING ARMOR IS IMPORTANT (Future) The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.
PowerGoal 156
ANNOYING RELATIVES (Future) While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.
PowerGoal 157
A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR (Future) You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.
PowerGoal 158
NEVER THE SAME FOREVER AFTER (Future) The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.
PowerGoal 159
THAT SHIT'LL KILL YOU (Future) The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.
PowerGoal 160
SINCE THE BEGINNING OF TIME (Future) The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.
PowerGoal 161
BUT WHY WAS THE LEADER POINTING THERE? (Future) The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.
PowerGoal 162
SPARED THE DETAILS (Future) The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.
PowerGoal 163
"OH, BY THE WAY..." (Future) The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.
PowerGoal 164
IT DIDN'T HELP MUCH (Future) Your enemy holds up his hand to shield his face as you bring your axe down upon him.
PowerGoal 165
"IT WAS A DESPERATE BATTLE..." (Future) You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.
PowerGoal 166
GRACE IN VICTORY (Future) After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.
PowerGoal 167
THE EVIL SWAMP (Future) Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.
PowerGoal 168
CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION (Future) He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.
PowerGoal 169
MAN-BRANDED (Future) The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.
PowerGoal 170
AS LONG AS THEY DON'T DO IT TOO OFTEN (Future) With a foot atop the slain alligator, the barbarian warrior cries "I name you Dragon Sword!" at his raised blade.
PowerGoal 171
THE MIGHTY ROCKNOR (Future) The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.
PowerGoal 172
WHAT ARE YOU DOING AFTER WORK? (Future) The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.
PowerGoal 173
THEY ARE SENSITIVE CREATURES (Future) The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.
PowerGoal 174
IT'S A BAD PLACE (Future) A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.
PowerGoal 175
THE POWER OF FRIENDSHIP (Future) The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.
PowerGoal 176
NOT SO STEALTHY THIS TIME! (Future) A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.
PowerGoal 177
VERY FOUL (Future) The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!
PowerGoal 178
WHY DO YOU HANG OUT WITH THOSE GUYS? (Future) Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.
PowerGoal 179
A STRONG LEADER (Future) You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, "Whip yourself, for you are the true coward!"
PowerGoal 180
BATTLE BUFFET (Future) The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.
PowerGoal 181
I MAKE ALL MY OWN CLOTHES (Future) You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.
PowerGoal 182
PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY. (Future) The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.
PowerGoal 183
JUST A LITTLE MORE! (Future) You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.