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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.

Arcs

An arc is a number of features that add to one theme-field. Many of a arcs features can but dont need to be done simultaneously - as such the status of completeness cant 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

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


Long-Term Arcs

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


Building blocks for some of the arcs

Core items

Core-item Name Status Description Requirements
Core1 WRESTLING Completed Introduce close combat with various manuevers.
Core2 ADVENTURER EATING AND DRINKING Completed Start the adventurer with food and allow them to eat and drink.
Core3 CARAVANS (Future) 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. 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) 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 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 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 basic quests and town defense.
Core33 SERVING YOUR MONARCH (Future) 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 Complete (partially) 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) due to a plot event. That might have to wait for magic.
Core41 TOWN, HOME AND SCHEDULES Completed 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,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) 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) 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) 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) but workshop and furnace types are certainly good candidates.
Core54 TRANSLATION SUPPORT (Future) 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) 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) 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) 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.
Core63 SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS (Future) 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) 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) 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) 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) from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world| creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
Core76 EMBARK SCENARIOS (Future) Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
Core77 AGE AND POPULATION TRACKING FOR ENTITIES (Future) Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
Core78 WILDERNESS POPULATION TRACKING (Future) 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) 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) 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,processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
Core85 CHOP, DIG, BUILD! (Future) As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
Core86 ADVANCED ADVENTURER SKILLS (Future) Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
Core87 PROPER DWARVES (Future) Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
Core88 PROPER ELVES (Future) As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
Core89 PROPER GOBLINS (Future) At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
Core90 PROPER KOBOLDS (Future) Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
Core91 PROPER UNDERGROUND/MAP FEATURES (Future) Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
Core92 APPEARANCE VARIABLES/DESCRIPTIONS (Future) This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
Core93 RANDOMIZED MEGABEASTS AND POWERS (Future) (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. Requires 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. Requires 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

Bloats

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.
Bloat196 VILLAGE STORIES (Future) Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.
Bloat197 MINIMAP ISSUES (Future) Center X on minimap and make sure it flickers properly.
Bloat198 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.
Bloat199 MINING/CUTTING ANNOUNCEMENTS (Future) It could announce when current reachable wood-cutting and mining jobs are done.
Bloat200 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.
Bloat201 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.
Bloat202 CONVERSATION PLEASANTRIES (Future) Have random pleasantries with random responses.
Bloat203 SPECIFIC QUERIES (Future) Can ask about any entity, site, creature etc that is known to you.
Bloat204 STORE QUERIES (Future) Can ask about stores, people can direct you, even to another town.
Bloat205 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.
Bloat206 DWARF/ELF COMMUNITIES (Future) Add meaningful things to the dwarf/elf communities.
Bloat207 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.
Bloat208 VEGETATION ISSUES (Future) More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
Bloat209 REGION FACTS (Future) Regions can have legend facts, like what dwells there. Only show discovered populations.
Bloat210 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.
Bloat211 RELATIONSHIP OPTIMIZATION Completed There's a technical optimization tagged in the code for how they store relationships.
Bloat212 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.
Bloat213 HIDDEN FUN STUFF (Future)
Bloat214 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
Bloat215 COIN ISSUE Completed Technical issue with coin batches.
Bloat216 FINALIZE ART IMAGES Completed Art images should describe historical events, etc., rather than just being an image.
Bloat217 SAVING MAP SEEDS Completed Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
Bloat218 VEIN MINING OPTION (Future) 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.
Bloat219 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 ".
Bloat220 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.
Bloat221 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
Bloat222 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.
Bloat223 WILDERNESS CAUTION (Future) Abort random encounters against large groups of adventurers if there's no chance of attacker victory
Bloat224 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
Bloat225 UNPREPARED FISH ROTTING (Future) Unprepared fish should rot slowly in the foodpile, like unrendered fat.
Bloat226 WEB CHECK (Future) Technical issue with webs.
Bloat227 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
Bloat228 ADVENTURE MODE DREAMS WHILE SLEEPING (Future) Dreams in adventure mode, occasionally you can get history, other information and quests this way
Bloat229 QUICKLIME (Future) Bake limestone in a kiln for it, and implement some uses
Bloat230 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
Bloat231 HIDDEN FUN STUFF (Future)
Bloat232 SWEAT (Future) Linked to exertion, can have a number of effects.
Bloat233 ARENAS (Future) Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
Bloat234 APPROPRIATE ANIMALS FOR CIVS (Future) Dwarves shouldn't use full-sized horses to pull their wagons, for example.
Bloat235 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.
Bloat236 MARTIAL LAW (Future) Nobles could declare martial law if things get out of hand, which could have various effects.
Bloat237 EVIL ALCHEMY (Future) Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
Bloat238 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.
Bloat239 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.
Bloat240 Z VEINS Completed Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
Bloat241 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.
Bloat242 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.
Bloat243 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).
Bloat244 VOCALIZATIONS (Future) Battle yells, random grunts, etc.
Bloat245 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.
Bloat246 ORGAN RETENTION (Future) Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
Bloat247 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?
Bloat248 TRANSLATION CLEARANCE Completed Go through and check languages for tone.
Bloat249 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.
Bloat250 AUTOMATIC MANDATE HANDLING (Future) Could add an option to make noble mandates go directly into the work order queue.
Bloat251 USEFUL TREASURER (Future) The treasurer could walk around and combine coin stacks.
Bloat252 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.
Bloat253 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.
Bloat254 GRAB-TEARS II (Future) If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
Bloat255 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.
Bloat256 VEGETATION MELTING/BOILING (Future) Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
Bloat257 TANNING (Future) Tanning should probably be made more interesting.
Bloat258 WATERPROOFING (Future) Waterproofing of leather might become an issue
Bloat259 TAWING (Future) An interesting alternative to tanning.
Bloat260 CUSTOM ENGRAVINGS (Future) People have expressed an interest in engraving custom text and symbols.
Bloat261 LEGEND ERASURE (Future) It should be possible to rehide history events so that a new player can rediscover the legends of a world.
Bloat262 MORE THOUGHT INFORMATION (Future) Certain thoughts need to store additional information.
Bloat263 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.
Bloat264 DYES AND MORDANTS (Future) There are all sorts of things that can be done with dyes and mordants.
Bloat265 WOODEN FURNITURE DISASSEMBLY (Future) Ability to take apart wooden furniture.
Bloat266 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.
Bloat267 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.
Bloat268 SCREENSHOTS (Future) Ability to have the game output a screenshot easily.
Bloat269 ALCHEMY (Future) Various uses and reactions of chemicals, acids etc.
Bloat270 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.
Bloat271 DRAGGING PEOPLE AROUND (Future) Ability to drag somebody around instead of releasing a wrestling hold when you move.
Bloat272 WATER POISONING (Future) Malicious creatures might attempt to poison or otherwise taint your water supply.
Bloat273 ONE-STEP OPTIONS (Future) Ability to set the amount of time advanced by the one-step key.
Bloat274 CUSTOM COLORS (Future) Customizable unit and custom profession colors.
Bloat275 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.
Bloat276 HIDDEN FUN STUFF (Future)
Bloat277 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.
Bloat278 TRAPS THAT PROPEL THINGS (Future) Weapon traps cannot propel units, but giant hammer traps should propel units.
Bloat279 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.
Bloat280 ONE-WAY/SECRET DOORS (Future) These would be nice but raise path-finding optimization issues.
Bloat281 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.
Bloat282 MORE MINERAL PROPERTIES (Future) The various minerals should have additional properties. These might influence dig speed and so on.
Bloat283 DEBUG OPTIONS (Future) Various ways to fiddle with internal settings.
Bloat284 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.
Bloat285 CREATURE RANGES (Future) A given creature should often have a more coherent range over the entire world, rather than going region by region.
Bloat286 RAIN POOLING (Future) Rain should have a chance to collect in certain areas.
Bloat287 THIN ICE (Future) Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
Bloat288 DUST STORMS (Future) There should be giant dust storms, the Spain-sized ones you can see from a satellite.
Bloat289 HUMANS USE HORSES Completed Humans should ride horses into battle if they are available.
Bloat290 LAKE/SWAMP IMPROVEMENTS I (Future) Water lilies rooted to the soil below, duckweed floating in the water
Bloat291 LAKE/SWAMP IMPROVEMENTS II (Future) Mosquitoes and leeches.
Bloat292 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.
Bloat293 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.
Bloat294 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.
Bloat295 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.
Bloat296 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.
Bloat297 CONTINUOUS ITEM AMOUNTS (Future) Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
Bloat298 IMPERFECT CONSTRUCTIONS (Future) You should be able to intentionally build submasterpiece buildings and items.
Bloat299 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.
Bloat300 ARCHERY TRAINING MATERIALS (Future) Standing orders for archery training regarding which material to use.
Bloat301 BUILDING SQUARE BLOCKAGES (Future) Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
Bloat302 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.
Bloat303 NOISE POLLUTION INDICATOR (Future) It might be helpful to have more of an idea where sleep-disturbing noise is coming from
Bloat304 UNDERGROUND TREE CAPS (Future) Evaluate elf tree caps with respect to underground tree farms.
Bloat305 GUILDS (Future) Bring guild back more robustly as local and civ-wide organizations.
Bloat306 HIDDEN FUN STUFF (Future)
Bloat307 DESCRIPTIVE INFO (Future) Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
Bloat308 QUALITY/DAMAGE CUSTOM STOCKPILES (Future) Allow stockpiles to specify quality/damage state.
Bloat309 SENSIBLE MIGRANT PROVISIONS (Future) Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
Bloat310 STRICT STONE BUILDING MATERIAL REQUIREMENTS (Future) Some buildings require rock blocks where metal ones would do.
Bloat311 UNIT INVENTORY DISPLAY (Future) Ability to see inventory somewhere on the unit profile screen.
Bloat312 MIGRANT CONTROL (Future) Ability to refuse migrant groups with repercussions.
Bloat313 STOCKPILE CONSOLIDATION (Future) Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
Bloat314 DESIGNATION SIZE INFO (Future) When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
Bloat315 DESIGNATION SHAPES (Future) Option to designate with circles and custom templates.
Bloat316 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.
Bloat317 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.
Bloat318 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.
Bloat319 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.
Bloat320 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.
Bloat321 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.
Bloat322 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.
Bloat323 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.
Bloat324 FOSSILS (Future) Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
Bloat325 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.
Bloat326 SKY AND TOPO DISPLAY (Future) Add various optional methods for visualizing the 3D stuffs.
Bloat327 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.
Bloat328 IMPROVED SEASHORES (Future) 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.
Bloat329 HIDDEN FUN STUFF (Future)
Bloat330 CLEANSING EVIL AREAS (Future) The cleansing of evil areas needs to be put back in after tracking is improved.
Bloat331 PRESSURE EQUILIBRIUM (Future) Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
Bloat332 PATTERN FLYING CRITTERS (Future) Put the pattern flying cave feature critters back in.
Bloat333 ARMOR CONTAMINATION FROM BLEEDING (Future) Requires location specific bleeding information, tied to scarring and infection.
Bloat334 IMPROVE LIQUID SINK DIRECTION (Future) River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
Bloat335 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.
Bloat336 ITEM PLACEMENT VERSUS SMALL AREAS (Future) Check some issues with the placement of objects versus small isolated areas.
Bloat337 PEAT (Future) Make peat more than just another soil type.
Bloat338 MORE OUTDOOR MAP FEATURES (Future) Various additional outside and inside features, like mesas, canyons, hill tops and so on.
Bloat339 RIVER OVERFLOWS (Future) River overflows and the return of the associated farming techniques.
Bloat340 BOULDER REMOVAL (Future) The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
Bloat341 STUCK-IN CONTAMINANTS (Future) Issues with contaminants on item that becomes stuck inside another creature.
Bloat342 MIGRANT HISTORICAL EVENTS (Future) Some issues with migrants and associated historical events.
Bloat343 CLIMBING (Future) Ability to climb terrain that would be otherwise impassable.
Bloat344 RELIGIONS AND CULTS (Future) Return of things like the death and weapon nobles via potentially world-wide religions and cults.
Bloat345 WEB MOVEMENT (Future) Creatures that spin large webs should be able to move along the web, even in open space.
Bloat346 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.
Bloat347 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.
Bloat348 LINGUISTICS (Future) Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
Bloat349 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.
Bloat350 MORE MECHANISMS (Future) Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
Bloat351 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.
Bloat352 RIVER/LAKE IMPROVEMENTS (Future) There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
Bloat353 BARRACKS FUNCTION SPLIT (Future) The barracks has various functions, and you should be able to say what goes on in a given barracks.
Bloat354 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.
Bloat355 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.
Bloat356 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.
Bloat357 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.
Bloat358 MACROS (Future) You should be able to make keyboard macros to perform complicated repetitive actions.
Bloat359 UNCONVENTIONAL AMMUNITION (Future) You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
Bloat360 OTHER WATER SOURCES (Future) There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
Bloat361 EMBARK PROFESSION UPDATE (Future) As you change skills on the embark screen, it should show the dwarf's resulting profession.
Bloat362 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.
Bloat363 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.
Bloat364 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.
Bloat365 GLACIER/OCEAN INTERFACE (Future) The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
Bloat366 SMOOTHER ELEVATION CHANGES (Future) The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
Bloat367 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.
Bloat368 GENDER-BASED PICTURES (Future) You should be able to further specify which graphical tiles are used if you like.
Bloat369 LEGENDARY SWIM SPEED (Future) It could afford to make finer gradations for swim skill passed legendary.
Bloat370 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).
Bloat371 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.
Bloat372 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.
Bloat373 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.
Bloat374 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.
Bloat375 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.
Bloat376 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.
Bloat377 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.
Bloat378 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.
Bloat379 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.
Bloat380 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.
Bloat381 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.
Bloat382 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.
Bloat383 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.

Reqs

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


Reqs 1 - 50

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. Requires 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.

Reqs 51 - 100

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.

Reqs 101 - 150

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.

Reqs 151 - 200

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. Requires 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.

Reqs 201 - 250

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. Requires Core3.
Req250, DEAL WITH HIRING RETIREES, Completed.

Reqs 251 - 300

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.

Reqs 301 - 350

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.

Reqs 351 - 400

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 ver