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
- 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, (Future): It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
- 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.
POWER GOALS:
1-50,
51-100,
101-150