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