CORE COMPONENTS:
1-20,
21-40,
41-60
REQUIRED THINGS, OLD BUGS AND PRIORITY REQUESTS:
1-50,
51-100,
101-150,
151-200,
201-250,
251-300,
301-350,
351-400,
401-450,
451-500,
501-550,
551-600
BLOATS:
1-50,
51-100,
101-150,
151-200,
201-250,
251-300,
301-350,
351-400
- 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, (Future): Dwarves should be further indivualized, affecting most aspects of the game. Dwarves could get tired of the same routine or eating the same foods repeatedly.
- 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.
POWER GOALS:
1-50,
51-100,
101-150