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
- Req301, TRAP AVOIDANCE, (Future): Invaders shouldn't fall for traps if they've seen them used.
- Req302, ADVENTURER PROFESSIONS, (Future): Need to be able to tame the lizards you find, wood work, make clothes, whatever.
- Req303, ENTITY ENEMY LEGEND, (Future): If you become a town's enemy, it needs a legend event for it.
- Req304, STRANGE FOOD OWNERSHIP, (Future): Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.
- Req305, CHEAP BARRELS, (Future): In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.
- Req306, UNIT NAME ISSUE, (Future): Technical problem with unit name display.
- Req307, BLANK TANTRUM MESSAGE, Completed: "(blank) is destroyed by Aliz, craftsdwarf."
- Req308, FARM FERTILIZER DISPLAY, Completed: Show fertilizer amount for farms where it has happened.
- Req309, CHANNEL/AQUEDUCT INTERACTIONS, Completed: Water should go from channels to aqueducts or you should be able to place floodgates on channels.
- Req310, ITEM NAME ISSUE, Completed: Technical problem with item name display.
- Req311, MELEE TRAINING ISSUE, Completed: Melee training seems to be deadly again.
- Req312, DOUBLE IMPROVEMENTS, (Future): Artifact was studded with gold and gold.
- Req313, ROAD BUILDING, (Future): Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
- Req314, LEGEND DISPLAY PROBLEM, (Future): Long history names busted -- it should instead place it on two lines if possible.
- Req315, REPEAT ATTACK BUTTON, (Future): Repeat attack button, esp. for specific wrestling.
- Req316, WAIT KEY, Completed: Wait key in adventure mode.
- Req317, CORRECT AGING, (Future): Need creatures to age properly when reloaded, incl. retirees.
- Req318, ALCHEMY PILE, (Future): Alchemical pile filled with lye, vials and so on.
- Req319, WAKE UP!, Completed: Adventure mode sleep needs to clear upon being attacked.
- Req320, NAMING ISSUE, (Future): There's an issue with some unit names
- Req321, ARCHERY PRACTICE GROUNDING, Completed: While doing archery practice, people that were grounded don't stand up until it's over.
- Req322, COIN BATCH ISSUE, Completed: Potential problems with coin batches for non-currencies. Need to check.
- Req323, BREAK EXPLOIT, (Future): Can draft then undraft to end breaks.
- Req324, PROACTIVE BEAST ATTACKERS, (Future): The large beasts could afford to be slightly more aggressive.
- Req325, PUNGENT BUGS, (Future): Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
- Req326, HARDER FISHING, (Future): Fishing is a little too easy, maybe.
- Req327, CORPSE PROCESSING, (Future): Can process corpse to eat etc if you have a sharp object.
- Req328, NAMING ISSUE, (Future): Issue with some unit names.
- Req329, STRANGE POPULATION ISSUES, Completed: Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
- Req330, CHARGE CHANGE, (Future): Knock-backs without people falling on the ground should be more common in charging.
- Req331, ATTACK OPPORTUNITY NUMBERS, (Future): It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.
- Req332, SHORT JOB NAMES, (Future): In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.
- Req333, RESPECT CONTAINER CAPACITY ON PICKUP, (Future): Container capacity needs to be respected on pickup as it is with the put command.
- Req334, CRASHING ISSUE I, Completed: There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.
- Req335, INFESTATION FREQUENCIES, Completed: The creatures selected to infest caves don't respect their population frequencies.
- Req336, GOOD/EVIL/SAVAGERY VERMIN CHECKS, (Future): A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.
- Req337, IN-GAME SNAPSHOTS, Completed: Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
- Req338, MEMMAP ISSUES, (Future): There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.
- Req339, MYSTERY WEB, Completed: A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.
- Req340, FIRE FLOW SLAYER CREDIT, (Future): Creatures don't get credit for killing creatures directly with flows.
- Req341, RIVER LOOPS, Completed: The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
- Req342, FROZEN WATER DISAGREEMENT, Completed: The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
- Req343, CORNER DOOR DETAILING, Completed: A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.
- Req344, TOWN ANIMALS UNDER THREAT, (Future): Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
- Req345, REST/SLEEP CONFLICT, Completed: When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
- Req346, PROJECTILES FALLING THROUGH FLOORS, Completed: Corpse pieces have occasionally been observed falling through the floor.
- Req347, ERRONEOUS FOOD OWNERSHIP, (Future): If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.
- Req348, SURROUNDING CHAT BIOME VERIFICATION, (Future): When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.
- Req349, PATH FIND ALTERATIONS, (Future): Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.
- Req350, CRASH ISSUE ON BODY PART VIEW, Completed: During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
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