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
- Req51, OVER-POWERED TANTRUMS, (Future): Damaging certain buildings is too easy.
- Req52, NO RECORD, Completed.
- Req53, NO RECORD, Completed.
- Req54, FOCUS 3D, (Future): Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
- Req55, NO RECORD, Completed.
- Req56, NO RECORD, Completed.
- Req57, NO RECORD, Completed.
- Req58, SOLDIERS ON TOP OF MILITARY SCREEN, Completed.
- Req59, COLOR ON UNIT SCREEN, Completed.
- Req60, BLOCK EXPLANATIONS, Completed: Can't tell what's blocking you when are blocked going down dwarf stairs.
- Req61, INVASION AFTER-EFFECTS, (Future): If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
- Req62, SITE CLIFF DEFINITION, Completed: There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
- Req63, SMALL PET ATTACHMENTS, (Future): People don't care when their smaller pets die.
- Req64, ACCESSIBILITY ISSUES, (Future): Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.
- Req65, CRASH BUG WITH BOWS, Completed.
- Req66, PROBLEM WITH POPULATION CREATION, Completed.
- Req67, MONSTER BURIAL, Completed: They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
- Req68, HUNTING ARMOR, (Future): Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
- Req69, IMPROPER BURIAL, Completed: They put a corpse in a coffin that wasn't flagged "Use for Burial".
- Req70, BREAKUP ITEM STACKS, (Future): Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.
- Req71, ARMY PROFILES, (Future): This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
- Req72, WILD BEASTS POPULATING SITES, Completed.
- Req73, SOME CODE CLEANING, Completed.
- Req74, MINING DESIGNATIONS, (Future): A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
- Req75, REWALL, Completed: Option to re-wall or fill in channels, using some stone.
- Req76, INTELLIGENT HUNTING, (Future): Crossbow hunters should be more intelligent about their ammo.
- Req77, SOME NEW WILDERNESS CREATURE TYPES, Completed.
- Req78, TWEAK FOR PILES, Completed.
- Req79, JOB CANCEL NOTICES, (Future): Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
- Req80, WILDERNESS INTERACTIONS, (Future): Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
- Req81, ARTISANS WEARING ARMOR, (Future): Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
- Req82, NUMBERED JOB REPEAT, (Future): Option to have numeric repeats for a job.
- Req83, INTELLIGENT JOB HANDLING, (Future): More job suspensions rather than complete cancellations.
- Req84, SKILL ROLL CONSISTENCY, (Future): Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
- Req85, PAIN DEADENING AND SCARS, (Future): Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
- Req86, JOB PRIORITIZING, (Future): Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).
- Req87, IMPROVE DROWNING, (Future): Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.
- Req88, STOCKS AND CORPSES, Completed: Problem with corpses/body parts in the stockpile screen.
- Req89, DIG INTERFACE PROBLEM, Completed.
- Req90, MULTIPLE AUTOMATED SHOP, (Future): Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
- Req91, LEATHER COUNTING, (Future): Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
- Req92, BETTER SHOOTING INTERFACE, (Future): Archery can neglect same square and grounded targets, need to have choice if many are in same square.
- Req93, NO RECORD, Completed.
- Req94, ABANDONMENT FIX, Completed.
- Req95, BETTER TRAP TEXT, (Future): Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
- Req96, LIGHTING, (Future): Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Might force dwarves to place fires or gem lamps passed the river. Before the river, light is assumed to come through windows/vents in the mountain. Alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc.
- Req97, VERMIN SWARMS IN ADVENTURE MODE, Completed.
- Req98, ART IMAGES, Completed.
- Req99, BURYING THINGS, (Future): Allow items to be buried under the soil.
- Req100, COIN STORES, (Future): Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
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