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
- 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.
POWER GOALS:
1-50,
51-100,
101-150