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
- Req451, LIAISON AND WORKERS, (Future): You should be able to request specific workers and worker types from your outpost liaison.
- Req452, IMPROVE LOCAL MATERIAL TABULATION, (Future): The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
- Req453, COFFIN OBJECT ISSUES, (Future): Issues with the items in coffins versus building destruction and rotting.
- Req454, FOOD SELECTION, (Future): There are some issues with food choice relative to value and distance.
- Req455, RAMPS ON BOUNDARIES, (Future): Some ramps were omitted on block splits.
- Req456, KIDNAP INFO HANDLING, (Future): Kidnapped dwarves need to have more game info removed.
- Req457, STEAM EFFECTS, (Future): There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
- Req458, ZOMBIE BODIES, (Future): Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
- Req459, CAVE-IN COLUMN WEIGHTS, (Future): Cave-in columns need more careful weight calculations.
- Req460, INITIAL RIVER DISPLAY, (Future): It needs to initialize river flow directions before the rivers are initially displayed.
- Req461, FLOWS AND DIRECTIONAL CALCULATIONS, (Future): Certain flow calculations still only run in 4 directions.
- Req462, CONTAMINANT TEMPERATURE AND MOISTURE, (Future): Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
- Req463, FORBIDDEN WARES, (Future): The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
- Req464, EXCESSIVE BAIT, (Future): Dwarves should not use entire stacks of meat or fish to bait traps.
- Req465, METAL BLOCK/BAR WEIGHTS, (Future): Need to watch out for the weight of metal objects versus metal bars.
- Req466, WRESTLING GRASPS VERSUS OTHER ACTIONS, (Future): It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
- Req467, UNDEAD HEALING, (Future): Undead and construct-type creatures tend to heal when they shouldn't.
- Req468, EXTRACT MATERIALS, (Future): The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
- Req469, HUMAN MIGRANT ISSUES, (Future): In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
- Req470, UNDEAD POPULATIONS, (Future): Undead populations aren't tracked properly.
- Req471, ASKING DIRECTIONS, (Future): You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
- Req472, MIXING LIQUID CONTAMINANTS, (Future): Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
- Req473, MATERIAL REWRITE, (Future): There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
- Req474, PATH BUFFER CLEARING, (Future): There's a bit of an optimization that can be done to the periodic path buffer clearing.
- Req475, SIEGE ENGINES AND THE Z AXIS, (Future): Siege engines need to respect the z axis.
- Req476, DEEP OBJECT PLACEMENT ISSUE, (Future): There's an issue with object placement in one of the deep areas.
- Req477, CONNECTED SITE COMPONENTS, (Future): Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
- Req478, LOCAL ARMY MOVEMENT, (Future): There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
- Req479, GOBLIN TOWER ISSUES, (Future): There are some issues with swamps, vegetation and subterranean areas in goblin towers.
- Req480, DWARVES ON FIRE, (Future): Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
- Req481, HATCH OPENING FOR DIAGONAL FLIERS, (Future): It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
- Req482, FISH CLEANING IMPROVEMENTS, (Future): You should be able to remove relevant portions (shell/bones) of fish during cleaning.
- Req483, BLOOD VISIBILITY, (Future): Blood of all types should be visible on whatever color stone it falls on.
- Req484, WIND, (Future): Local wind patterns need to be more interesting.
- Req485, GROUNDED/SWIMMING, (Future): Need to square the commonly-used notion of being on the ground with swimming.
- Req486, VISION AND SWIMMING, (Future): Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
- Req487, WATER PRESERVATION, (Future): There are some cases where water is deleted when it might be pushed away to other tiles instead.
- Req488, WARM STONE PROBLEM, (Future): There are some rare cases where warm stone next to lava gets its temperature reset.
- Req489, MIGRANT CHILDREN AGES, (Future): The ages of migrant children are not based on the raws.
- Req490, MATERIAL DEMANDS AND MANDATES, (Future): Local materials lists for demands aren't compiled properly now.
- Req491, ADVENTURE MODE TRADE SKILLS, (Future): Some of the features from dwarf mode trade can be moved over to adventure mode.
- Req492, MELTED OBJECT SIZE, (Future): When objects change states, their sizes need to be tracked more carefully.
- Req493, MISSING MIGRANT TYPES, (Future): A few professions don't occur as migrant types.
- Req494, INITIALIZING PREFERENCES ISSUE, (Future): There's a minor issue with unit preferences and which ones it knows about at which times.
- Req495, FISH SEARCH, (Future): Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
- Req496, WORLD MIGRANT LINKS, (Future): Migrants joining towns on the world map don't get proper entity links.
- Req497, RIVER STONES FOR ENTITIES, (Future): Civilizations don't use alluvial deposits properly.
- Req498, SAME-SQUARE MOVEMENT, (Future): There are some adventure mode issues with same-square interactions.
- Req499, BETTER PRESSURE, Completed: Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
- Req500, SITE POPULATIONS, (Future): There are various little issues with site animal populations that need to be cleaned up.
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