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