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
- Req1, PILE MASTERY AND TYPES, (Future): Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
- Req2, IMPROVED WORK ORDERS, (Future): Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
- Req3, TWEAK PRODUCTS OF WOOD BURNING, Completed.
- Req4, PAYMENT FOR STORAGE JOBS, Completed.
- Req5, STOP TREES FROM BEING ADJACENT, Completed.
- Req6, CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS, Completed.
- Req7, PARTY NOTIFICATION OPTION, (Future): Option to turn off notification about dwarves organizing parties.
- Req8, RIVER ACTIVITY AND ATTACKS, (Future): If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.
- Req9, RESTRAINED SLEEP, (Future): People don't sleep/rest when they are chained/caged.
- Req10, CARETAKER WELL USE, Completed: Caretakers seeking water should be able to use wells.
- Req11, IMPROVED RESCUE, (Future): People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
- Req12, WRESTLE TARGET PROBLEMS, Completed: A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
- Req13, WINTER CAVE RIVER, Completed: (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
- Req14, OUTSIDE LAVA BLOCKING, Completed: Units shouldn't attempt to enter the map if you've blocked it off with lava.
- Req15, LAVA AND TREES, Completed: Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
- Req16, REMOVE PUBLIC CHEST/CABINETS, Completed: This is part of the swap over to the bin system.
- Req17, AJAR DEFAULT DOOR SETTING, Completed.
- Req18, ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES, (Future): People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.
- Req19, TARGETING PROBLEM, Completed: Champions didn't seem to want to target anything.
- Req20, PILE CHECKING, (Future): People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
- Req21, BODYGUARDS LEAVING, (Future): Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
- Req22, HAULING PROFESSION, (Future): New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.
- Req23, USE GROUNDING TO CURE TRAFFIC JAMS, Completed.
- Req24, TRANSFER PILES, (Future): You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.
- Req25, TANTRUM THROWS, (Future): Thrown tantrum objects don't hit other friendlies, but they should.
- Req26, SLEEPING THROUGH TANTRUMS, (Future): Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
- Req27, IMPROVED WORKSHOP INTERFACES, (Future): Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.
- Req28, CHASMING REFUSE, Completed: They used to throw refuse in the chasm. Now they don't. They should.
- Req29, SOLDIER PROFILES, (Future): Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.
- Req30, MORE TRADE GOODS, Completed: Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
- Req31, EXPAND AVAILABLE EQUIPMENT FOR SETTLERS, Completed.
- Req32, SKILL SYNERGY, (Future): Have some skills give bonuses to other skills.
- Req33, SMARTER ENGRAVER, Completed: Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
- Req34, SHODDY ITEMS, (Future): Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
- Req35, SHODDY START ITEMS, (Future): Shoddy items for low skill settlers. Requires Req34.
- Req36, INIT BUG, Completed: Potential initialization problem for dwarf mode if previous games have been played.
- Req37, TRIGGER LINK INTERFACE, (Future): It could be more clear about what you are linking to and what it will do.
- Req38, JOB INFORMATION RETENTION, (Future): Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.
- Req39, AXES FOR WOODCUTTERS, Completed.
- Req40, IMPROVED OUTPOST LIAISON, Completed: Liaison should come earlier and be more useful.
- Req41, BUILDING CONSTRUCTION ITEM SELECTION, Completed: There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.
- Req42, STOP JOB RESUME WHEN UNDER ATTACK, Completed.
- Req43, MOVIE MAKER INTERFACE, (Future): Put fast-forward back in, some other tweaks.
- Req44, JOB ASSIGN OPTIMIZATION, Completed.
- Req45, TARGET OPTIMIZATION, (Future): There are some easy ways to make this code faster. The overall impact would be slight.
- Req46, JOB AMOUNT ABUSE, (Future): Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
- Req47, GENERAL CHASMING OF ITEMS, Completed: Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
- Req48, NO RECORD, Completed.
- Req49, POUR BUCKETS INTO BARRELS, Completed.
- Req50, ERRANT BLOOD PLACEMENT, Completed: In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
BLOATS:
1-50,
51-100,
101-150,
151-200,
201-250,
251-300,
301-350,
351-400
POWER GOALS:
1-50,
51-100,
101-150