Slaves to Armok: God of Blood, Chapter II: Dwarf Fortress
Copyright (C) 2002-2008, Tarn Adams
Everything Together:
Consolidated Development Page
The next few years
Near-Term Arcs
- BUSTLING TOWN ARC: The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting. Related to Core41, Core42, Core43, Req148, Req162, Req249, Req261, Req344, Req348, Req369, Req379, Req408, Req415, Req471, Req477, Req588, Bloat165, Bloat188, Bloat203, Bloat204, Bloat210, Bloat233, Bloat242, Bloat243, Bloat266, Bloat267, Bloat373, Bloat378, Bloat381, Bloat382, PowerGoal34, PowerGoal36, PowerGoal41, PowerGoal48, PowerGoal55, PowerGoal67, PowerGoal73, PowerGoal74, PowerGoal82, PowerGoal91, PowerGoal131, PowerGoal137 and PowerGoal148.
- FIRE AND LIGHTING ARC: The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways. Related to Core14, Req96 and PowerGoal150.
- BURROWS, TRANSPORTION AND AUTOMATION ARC: Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example. Related to Core36, Req1, Req2, Req18, Req22, Req24, Req27, Req28, Req38, Req41, Req46, Req47, Req67, Req74, Req82, Req83, Req86, Req90, Req112, Req128, Req129, Req140, Req146, Req162, Req197, Req273, Req287, Req349, Req384, Req385, Req392, Req393, Req400, Req404, Req409, Req410, Req413, Req422, Req424, Req428, Req429, Req435, Req436, Req437, Req439, Req450, Req482, Req528, Req533, Req534, Req544, Req558, Req560, Req572, Req584, Bloat6, Bloat10, Bloat19, Bloat28, Bloat30, Bloat32, Bloat54, Bloat59, Bloat60, Bloat83, Bloat218, Bloat253, Bloat281, Bloat308 and Bloat313.
- ADVANCED HELP ARC: Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help. Related to Core19 and Core22.
- CARAVAN ARC: As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item. Related to Core3, Core38, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 and PowerGoal148.
- COUNTY ARC: You should be able to develop a larger settlement outside the confines of the immediate play area. Related to Core28, Core29 and PowerGoal53.
- ARMY ARC: You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. This comes back to adventure mode in terms of being able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc. Related to Core26, Core27, Core35, Core45, Core46, Req18, Req29, Req61, Req71, Req81, Req125, Req126, Req221, Req273, Req301, Req371, Req398, Req414, Req417, Req427, Req444, Req449, Req475, Req478, Req496, Req503, Req545, Req571, Bloat44, Bloat117, Bloat130, Bloat131, Bloat175, Bloat289, PowerGoal1, PowerGoal2, PowerGoal3, PowerGoal4, PowerGoal5, PowerGoal6, PowerGoal7, PowerGoal8, PowerGoal11, PowerGoal17, PowerGoal40, PowerGoal59, PowerGoal70, PowerGoal71, PowerGoal76, PowerGoal92, PowerGoal98, PowerGoal119, PowerGoal127, PowerGoal130, PowerGoal138, PowerGoal140, PowerGoal141, PowerGoal142, PowerGoal143, PowerGoal144 and PowerGoal147.
- NEMESIS ARC: The civilization leaders should be fleshed out in many ways. Related to Core11, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 and PowerGoal122.
- RELATIONSHIPS ARC: You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon. Related to Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119.
- DIPLOMACY ARC: There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything. Related to Req174, Req177, Req291, Req451, Req527, Req542, Req543, Bloat31, Bloat72, Bloat73, PowerGoal10, PowerGoal98 and PowerGoal101.
- GHOSTS ARC: When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.). Related to Bloat21, PowerGoal11, PowerGoal92 and PowerGoal107.
- AFFILIATION ARC: You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful. Related to Req586, Req587, Bloat163, PowerGoal12, PowerGoal19, PowerGoal27, PowerGoal37, PowerGoal41, PowerGoal42, PowerGoal44, PowerGoal48 and PowerGoal54.
- COMBAT ARC: Many more combat skills and more attributes, etc. Related to Req45, Req54, Req85, Req92, Req104, Req149, Req164, Req171, Req183, Req188, Req192, Req198, Req199, Req200, Req206, Req224, Req230, Req233, Req234, Req290, Req315, Req330, Req331, Req340, Req352, Req403, Req466, Req532, Req568, Req575, Bloat15, Bloat55, Bloat76, Bloat102, Bloat127, Bloat135, Bloat136, Bloat137, Bloat138, Bloat139, Bloat141, Bloat142, Bloat162, Bloat222, Bloat254, Bloat271, PowerGoal28, PowerGoal29, PowerGoal61, PowerGoal63, PowerGoal77, PowerGoal79, PowerGoal89, PowerGoal90, PowerGoal93, PowerGoal94, PowerGoal96, PowerGoal103 and PowerGoal150.
- SCENARIOS ARC: Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations. Related to Req214, Req317, Bloat26 and Bloat143.
- LIFE CYCLE ARC: Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability unrelated to the actions of the player, so it has to be done carefully. Related to Req317, Req441, Req489, Bloat115, Bloat193, Bloat194 and PowerGoal31.
- ARTIFACT ARC: Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance. Related to Req395, Bloat49, Bloat173, PowerGoal13, PowerGoal60, PowerGoal68 and PowerGoal134.
- CRIME AND PUNISHMENT ARC: There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery. Related to Req303, Req327, Req366, Bloat53, Bloat75, Bloat143, PowerGoal14, PowerGoal22, PowerGoal23, PowerGoal25, PowerGoal26, PowerGoal38, PowerGoal47, PowerGoal66, PowerGoal80, PowerGoal91, PowerGoal99, PowerGoal124, PowerGoal126, PowerGoal136 and PowerGoal146.
- ADVENTURER SKILLS ARC: It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills related to survival in the wilderness. Related to Req32, Req34, Req99, Req107, Req168, Req236, Req302, Req327, Req491, Bloat160, Bloat317, Bloat380, PowerGoal9, PowerGoal15 and PowerGoal103.
- DUNGEON ARC: Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world. Related to Req8, Req80, Req107, Req148, Req232, Req284, Req324, Req375, Req426, Req476, Req479, Req504, Req576, Bloat17, Bloat23, Bloat169, Bloat172, Bloat189, Bloat190, Bloat241, Bloat383, PowerGoal13, PowerGoal27, PowerGoal32, PowerGoal49, PowerGoal50, PowerGoal51, PowerGoal52, PowerGoal62, PowerGoal100, PowerGoal111 and PowerGoal145.
- HUMANOID ARC: Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings. Related to Req148, Bloat206 and PowerGoal129.
- PRESENTATION ARC: A cleaner interface and more interface and display options will make the game more accessible. Better support for translations. Related to Core21, Core50, Core51, Core52, Req37, Req43, Req79, Req142, Req152, Req179, Req180, Req207, Req218, Req258, Req306, Req314, Req320, Req328, Req332, Req338, Req381, Req382, Req383, Req386, Req387, Req388, Req390, Req401, Req402, Req411, Req421, Req430, Req432, Req434, Req443, Req460, Req483, Req513, Req520, Req531, Req546, Req547, Req548, Req550, Req556, Req558, Req559, Req560, Req564, Req566, Req570, Req585, Bloat52, Bloat106, Bloat107, Bloat108, Bloat118, Bloat153, Bloat199, Bloat268, Bloat303, Bloat307, Bloat311, Bloat354, Bloat355, Bloat358, Bloat361, Bloat364, Bloat368 and Bloat379.
Much later on
Long-Term Arcs
- HIGH LEVEL PLOTS AND DIPLOMACY: Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with. Related to Core30, Core33, Req131, PowerGoal18, PowerGoal47, PowerGoal57, PowerGoal65, PowerGoal95 and PowerGoal124.
- LATE GAME: As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting. Related to Bloat149.
- EARLY GAME: The Age of Myth in world generation should be playable. Related to Bloat148.
- HUMAN TOWN: You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting. Related to Req469 and Bloat146.
- BANDITS/MOUNTAIN MEN: There might already be bandits and cults and all that by the time we get here, but what we mean here is being able to start a group of bandits and make a camp or construct a cabin out in the woods and have your own site. If you have enough people, it could switch over to a kind of human town mode where you control the bandits more strategically. Related to PowerGoal20 and PowerGoal135.
- GOBLIN/KOBOLD/CAVER: Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties.
- ELF FOREST RETREAT: Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, good vs. evil tendencies into a robust interface for civilization building is a long-term goal. Related to Bloat25.
- MONSTER: Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self. Related to PowerGoal60.
- MERCHANT: With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game. Related to PowerGoal62.
- MAGIC: This would allow for the flashier stuff, but it wouldn't have to be in every region. Related to Core15, Bloat134, PowerGoal58, PowerGoal68, PowerGoal84, PowerGoal92, PowerGoal97, PowerGoal108, PowerGoal122 and PowerGoal128.
- CONTROL A WIZARD ENTITY: Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes. Related to Bloat134, Bloat147, PowerGoal58 and PowerGoal60.
- DEITY: Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography. Related to Bloat344, Bloat376, Bloat377, Bloat382, PowerGoal64, PowerGoal75, PowerGoal82, PowerGoal86, PowerGoal90, PowerGoal105, PowerGoal109, PowerGoal113, PowerGoal118, PowerGoal122, PowerGoal125, PowerGoal135, PowerGoal139, PowerGoal141 and PowerGoal146.
- WORLD GENERATION PARAMETERS: Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go. Related to Bloat150, Bloat217 and PowerGoal125.
- TERRAIN/WEATHER/SWIMMING/FLYING/BOATS: Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls.
- PLANES: Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game. Related to PowerGoal81.
- EDITORS: Draw your own region maps, create your own towns, creatures, items, start situations, etc. For example, you could create Earth at various time periods (or an amalgamation of various time periods).
- AND MORE, AND WORSE: I'm still too embarrassed to share every idea we had... The Keep and Event Horizon came up. You don't want to know.
Building blocks for some of the arcs
Core
- Core1, WRESTLING, Completed: Introduce close combat with various manuevers.
- Core2, ADVENTURER EATING AND DRINKING, Completed: Start the adventurer with food and allow them to eat and drink.
- Core3, CARAVANS, (Future): Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous. Requires Core38.
- Core4, GROUND INTERACTIONS, Completed: Introduce adventurer interacting with the environment.
- Core5, ADVENTURER TRAVEL, Completed: Allow the adventurer and companions to travel between sites on the world map.
- Core6, BASIC ADVENTURER ENVIRONMENTAL EFFECTS, Completed: Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
- Core7, CONVERSATIONS, Completed: Add the ability to talk to other creatures in adventure mode.
- Core8, ADVENTURER SHOPS, Completed: Basic buying and selling of objects in adventure mode.
- Core9, TOWNS, Completed: Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
- Core10, OO CODE UPDATE, Completed: Update all of the major code objects to C++.
- Core11, ENEMY PETS, (Future): Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
- Core12, END GAME, Completed: Handled dwarf mode end game.
- Core13, BEAST ATTACKS, Completed: Have the larger beasts that live in the caves attack your fortress during dwarf mode.
- Core14, FIRE, Completed: Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
- Core15, MAGIC, (Future): There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.
- Core16, END GAME 2, Completed: Additional dwarf mode end game.
- Core17, LEGENDS, Completed: Introduce the legends screen, historical events and historical figures.
- Core18, INTERFACE KEYS, Completed: Put the interface keys in editable files.
- Core19, TUTORIALS, (Future): Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
- Core20, TITLE MOVIES, Completed: Do the intro movies with sound.
- Core21, SOUND, (Future): Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
- Core22, ADVISORS, (Future): Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
- Core23, THE MANUAL, Completed: Do all of the sections of a basic manual to be viewed in-game.
- Core24, ADVENTURER PARTIES, (Future): Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.
- Core25, PLOT CLEANUP, Completed: The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.
- Core26, OVERLAND ARMIES ATTACKS, (Future): The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default). Requires Core25 and Core45.
- Core27, ARMIES OF DWARVES, (Future): You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions. Requires Core26.
- Core28, EXTENDED SITES (COUNTY), (Future): Once your surrounding lands are made into a county, you'll get a large group of migrants that start a community outside your fortress on the world map. You can interact with these group in many ways.
- Core29, EXTENDED SITES (DUCHY), (Future): An extension of the county, becoming a duchy would increase your population, outside infrastructure and interaction with the world to the point where your decisions can have a major impact on your entire region. Requires Core28.
- Core30, KINGDOM, (Future): If you manage to get the king, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions. Requires Core29.
- Core31, MAPS FOR SITES, Completed: Caves and goblin fortress maps.
- Core32, STARTING QUESTS, Completed: Set up asking about surroundings, basic quests and town defense.
- Core33, SERVING THE KING, (Future): Once you have an outside village (or even before), you could receive orders from the king to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
- Core34, ABANDONMENT, Completed: Preserved dwarves when you abandon a game in an 'army' for later use.
- Core35, DWARF RAIDS, (Future): If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode. Requires Core27.
- Core36, BURROWS, (Future): You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
- Core37, RETIREMENT, Completed: Add the ability to retire (or rest) your adventurer in any town.
- Core38, PRODUCTION TRACKING AND HISTORY TRIGGERS, (Future): The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. Any changes could be applied to the site file retroactively when it is loaded (the same is true of damage from wars and so on). Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site. Past production can also be stored (especially from your own dwarf fortresses and these facts can be referenced in the legends and art work. However, your own fortress facts could be hidden, forcing you to find the information with adventurers. When you enter a fortress, each hidden historical event and fact could be associated to one or more triggers, such as the produced objects, diaries, etc. It can also track facts about artisans in a similar fashion. Other facts like the number of executions, population break-down, amount of mining and so on could all be referenced.
- Core39, END GAME 3, Completed: Additional handling of dwarf mode end game.
- Core40, MONSTERS, (Future): Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
- Core41, TOWN, HOME AND SCHEDULES, Completed: People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
- Core42, TOWN, ITEMS, (Future): Basic items around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols.
- Core43, TOWN, IMPORTANT LOCATIONS, (Future): Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay. Requires Core42.
- Core44, OVERLAND TOWN MIGRANTS, Completed: If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
- Core45, CIVILIZATIONS AT WAR, (Future): Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations. Requires Core44.
- Core46, ARMY BATTLES, (Future): Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it. Requires Core45.
- Core47, CLEANING HISTORY, (Future): Unimportant dead historical figures should be abstracted away to save space.
- Core48, SEAMLESS MAP, Completed: The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
- Core49, FULL Z AXIS, Completed: The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
- Core50, TILESET SUPPORT, (Future): Allow graphical tiles to be used for all game objects.
- Core51, SIZEABLE GAME WINDOW, (Future): Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
- Core52, INTERFACE OVERHAUL, (Future): A coherent interface, additional options and mouse support.
- Core53, MORE RAW FILES, (Future): Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.
Old bugs, additions and adjustments
Reqs
- 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.
- 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.
- Req101, HAPPINESS UPON RELEASE FROM CONFINEMENT, Completed.
- Req102, SOME WAGE ADJUSTMENTS, (Future): Jeweler and mechanic jobs should take a little longer but pay more.
- Req103, NO RECORD, Completed.
- Req104, SLAYER ANNOUNCEMENT, (Future): In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
- Req105, SOME BUILDING INTERACTIONS, Completed.
- Req106, FINALIZING THE STATE OF ACTIVE FLOWS, (Future): If flows are active when the player quits, their effects need to be handled.
- Req107, PRIMITIVE WEAPONS, (Future): Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
- Req108, INTERFACE BINDINGS, Completed.
- Req109, FINISH TRAP BAITING, (Future): It's very sparse right now. Gems aren't actually used.
- Req110, NEMESIS TRADES, (Future): If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
- Req111, FILE I/O CHECKING, (Future): It could give more feedback about save/load errors.
- Req112, ITEM AGGREGATES, (Future): Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.
- Req113, RACE SPECIFIC PROFESSION NAMES, Completed.
- Req114, DWARF LEVEL TWISTING ISSUES, Completed: Can see/shoot through dwarf twisted areas improperly sometimes.
- Req115, NO RECORD, Completed.
- Req116, PROBLEM WITH LEAVES TEXT, Completed.
- Req117, PET CAGE ASSIGNMENT PROBLEM, (Future): Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
- Req118, SOLDIER STATIONING LOAD PROBLEM, Completed: Bug with soldier stationing after load.
- Req119, LOSS OF THREAD PLANT RESOURCES, Completed: It still gives you one thread from pig tail(5).
- Req120, OFF DUTY SOLDIER STORES, (Future): Off-duty soldiers don't store their belongings, but they should.
- Req121, BACKPACK AND QUIVER USE, Completed: Problem with quivers and backpacks conflicting in dwarf mode especially.
- Req122, RESPECT BELT SLOT, Completed: The belt inventory slot is created by pants, but this is only partially respected.
- Req123, NO RECORD, Completed.
- Req124, CAVE-IN RAMIFICATIONS, (Future): There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
- Req125, BUILDING DAMAGE AND INVADERS, (Future): Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
- Req126, INVADERS AND WELLS, (Future): Invaders are blocked by wells, but they don't destroy them. This can encourage the player to do cheap things.
- Req127, CLARIFY DOOR DESIGNATIONS, Completed: The door designations are very confusing right now.
- Req128, TRAFFIC JAMS, Completed: The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
- Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.
- Req130, SOME MORE END GAME STUFF, (Future).
- Req131, RECEIVING OFFERINGS, (Future): When you get king, you should receive offerings.
- Req132, ELF CHECK DEFICIENCIES, (Future): Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
- Req133, ELVEN TRADE GOODS, (Future): Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
- Req134, FORTIFICATION OBJECT PROBLEMS, (Future): Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
- Req135, HIDDEN REQUIRED FUN STUFF, (Future).
- Req136, ADVANCED STEALTH, (Future): Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.
- Req137, ORPHANED BABIES, (Future): Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.
- Req138, ALCHEMY AND HEALING, (Future): Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.
- Req139, POSSIBLE KO BUG, Completed: Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
- Req140, BETTER JOB CANCELLATION, (Future): If you are a few steps from completing your job and get a little hungry, you should stick it out.
- Req141, HANDLE DISCONNECTED COMPONENTS, Completed: Sometimes needs to deal with disconnected caves on loss.
- Req142, WEIGHT/INJURY INTERFACE, (Future): It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.
- Req143, ADVENTURE WEAR ISSUES, (Future): The wearing things in adventure mode should take time and be interruptable.
- Req144, NAME ENTRY, Completed: Ability to enter name manually, at least your first name (which is never translated).
- Req145, CHANNEL INTERFACE PROBLEMS, Completed: Sometimes channels can display several times because of the way it links them. This can be changed.
- Req146, PILE ISSUES, (Future): Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
- Req147, BUILD PATH VIOLATION, Completed.
- Req148, EXPANDED DUNGEON AI, (Future): Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.
- Req149, FINISH ITEM DAMAGE, (Future): Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.
- Req150, SAFE-CAGING ISSUES, Completed: Possible problem with caging dangerous animals.
- Req151, LEGENDS SCREEN, Completed.
- Req152, GRAMMAR PROBLEMS, (Future): There are various grammar problems.
- Req153, LINE DRAWING, Completed: Basic problem with how line code treats adjacent squares.
- Req154, PROBLEM WITH SECONDARY SCROLLING, Completed.
- Req155, NO RECORD, Completed.
- Req156, PROJECTILE UNIT KILL CAUSES, (Future): Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.
- Req157, PROBLEM WITH DISTANCE CALCULATION, Completed.
- Req158, THEFT WEIGHT LIMITS, (Future): Fix up theft weight limits. They are currently arbitrary.
- Req159, ANIMAL MISCHIEF BROKEN, Completed.
- Req160, INVENTORY PROBLEMS, Completed.
- Req161, LEADER TITLES, (Future): Civilization leaders need proper titles.
- Req162, ENTITY RECIPES, (Future): Civilization initial recipes. This also includes some food management for civs so food items can be created more easily. Requires Req129.
- Req163, NEMESIS SAVE BUG, Completed.
- Req164, ITEM DAMAGE ISSUES, (Future): Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
- Req165, REFINE POISONING, (Future): Refine unit contamination amounts and levels.
- Req166, REFINE WAGON AI, Completed: Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
- Req167, NO RECORD, Completed.
- Req168, ADVENTURER RIDERS, (Future): Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
- Req169, RAMP USAGE, Completed.
- Req170, PROBLEM WITH ANIMAL TRAINING AND 3D, Completed.
- Req171, TARGETING AND MOVEMENT ISSUES, (Future): Some adventure mode melee targeting and movement code issues.
- Req172, PROBLEM WITH MULTIPLE HUMAN CIVS, (Future): It only checks one human civ per season, so some of the update code can work too slowly.
- Req173, CULLING, (Future): Cull things when there are too many. It needs to pick the things that are less likely to be missed.
- Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.
- Req175, TRADE OPTIMIZATION, (Future): Improve trading code.
- Req176, PET TRADE PROBLEM, Completed.
- Req177, KING ENTOURAGE, (Future): Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
- Req178, NO RECORD, Completed.
- Req179, SMALL PET INVENTORY DESCRIPTIONS, (Future): Pet-in-inventory descriptions need to respect the body of the holder.
- Req180, ENGRAVING LOOK PROBLEMS, (Future): You can see engraving descriptions even if you are off of the facing level.
- Req181, MOUNT PROJECTILE ISSUES, (Future): There are potential problems with riders when mount becomes projectile.
- Req182, BUILDING PLACEMENT INTERFACE, Completed: Need to explain why red X appears.
- Req183, LOOK/SHOOT INTERFACE, (Future): Improve look interface code a bit. Let you choose targets in shoot/throw.
- Req184, FLOORS IN LOOK SENTENCES, Completed: In the look sentence in adventure mode, it could include information about the floor type.
- Req185, NO RECORD, Completed.
- Req186, PROPER CIV NEIGHBORS, (Future): Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.
- Req187, SEVER EFFECTS, Completed: Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.
- Req188, SPEED REFINEMENT, (Future): Differentiate attack and move speed. This has many ramifications and associated difficulties.
- Req189, ARCHER ARMOR START SKILLS, (Future): Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
- Req190, CREATURE KNOWLEDGE, (Future): Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
- Req191, TREE PREFERENCES, (Future): Tree preferences are fairly arbitrary right now.
- Req192, TRANCE BONUSES, (Future): Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
- Req193, CHANGE ITEM ACQUISITION, (Future): When people choose inventory items they like, they don't consider dropping what they are already wearing.
- Req194, STARTING BELT OBJECTS, (Future): Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
- Req195, ITEM MATERIAL PROBLEM, Completed.
- Req196, DRINK APPRECIATION PROBLEM, (Future): Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
- Req197, BUTCHERY OPTIMIZATION, (Future): The butchery code can be consolidated with some other sections of the program.
- Req198, KO VOMIT CHOKE, (Future): If you are knocked out, you should choke if you vomit sometimes.
- Req199, VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION, (Future): There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
- Req200, ARCHER ISSUES, (Future): Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
- Req201, POTENTIAL PROJECTILE PROBLEM, (Future): No symptoms, just a code-check.
- Req202, DRESS/ROBE PROBLEM, Completed: If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
- Req203, PROPER HEALING, (Future): Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
- Req204, MID-TRADE GAME ENDINGS, (Future): If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
- Req205, NO RECORD, Completed.
- Req206, ITEM WRESTLING, (Future): Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
- Req207, CONSOLIDATE MISS ANNOUNCEMENTS, (Future): Consolidate repeated miss announcements. A few other announcements could also be collapsed.
- Req208, DEAL WITH POTASH VS ASH, Completed.
- Req209, ENTITY DEF ITEM TYPES, Completed.
- Req210, GROUP SKILLS IN STARTUP, Completed.
- Req211, TOMB STORAGE AND ACCESSIBILITY, (Future): Problem storing inaccessible body in tomb. The job was repeatedly created.
- Req212, RE-EVALUATE HAUL LOCATIONS, Completed: A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.
- Req213, BABY SEARCHER PROBLEM, Completed: Thirsty mothers cannot seek lost babies effectively.
- Req214, START SCENARIOS, (Future): See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.
- Req215, NEMESIS SAVE BUG, Completed.
- Req216, SOME DISPLAY RATE ISSUES, Completed.
- Req217, BUILDING CONSTRUCTION PROBLEM, (Future): Suspend building constructions if item blocking the build site are unreachable.
- Req218, MERCHANT ANNOUNCEMENTS, (Future): Notification when merchants are done unloading.
- Req219, VERMIN PROBLEM, (Future): Possibly issue when cleaning vermin references.
- Req220, MULTIPLE DEPOTS, (Future): Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
- Req221, HISTORY GENERATION, (Future): Complete the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.
- Req222, SAVE COIN BATCHES GLOBALLY, Completed.
- Req223, SET RACE MAKER PROPERLY ON ITEMS, Completed.
- Req224, PARRYING AND ITEMS, (Future): Refine parrying chances, based on item type.
- Req225, BUILD PATH VIOLATION, Completed.
- Req226, BUILDING ADMIRATION BUG, (Future): A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
- Req227, PEAKS AND VOLCANOS, Completed: Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.
- Req228, ALLOW MULTIPLE SITES IN A SQUARE, Completed.
- Req229, PROBLEM WITH SUBREGION TYPING, Completed.
- Req230, AIMED SHOTS AND BODYPART SIZES, (Future): Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.
- Req231, NO RECORD, Completed.
- Req232, CAVE RIVER ENTITIES, (Future): Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
- Req233, ISSUES WITH ITEM SHARING, Completed: There are some potential problems with shared items that need to be addressed.
- Req234, MULTIGRASP WEAPON PROBLEM, (Future): It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
- Req235, ENTITY ARMOR ISSUES, Completed: For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
- Req236, ADVENTURE MODE BUILDING INTERACTIONS, (Future): Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.
- Req237, ASKING ABOUT SURROUNDINGS, Completed.
- Req238, IMPROVE SMELTING, Completed.
- Req239, REMOVE STRANGE NOBLE REQUESTS, Completed.
- Req240, HAVE CONTENTS CHECKED FOR BAD TRADES, Completed.
- Req241, PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS, Completed.
- Req242, HIDE TRAPS FROM ADVENTURER, Completed.
- Req243, PROBLEM WITH GRAB-TEARS, Completed.
- Req244, PLACE CREATURES IN LARGE COMPONENTS, Completed.
- Req245, PROBLEM WITH FULLSCREEN FONTS, Completed.
- Req246, FINISH USING ENTITY ITEMS, Completed.
- Req247, IMPROVE END GAME, Completed.
- Req248, IMPROVED CAVE POPULATIONS, Completed.
- Req249, ADVENTURE STORE RESTOCKING, (Future): Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features. Requires Core3.
- Req250, DEAL WITH HIRING RETIREES, Completed.
- Req251, PATH BLOCK MESSAGES, Completed: On a hunt job, path block message was issued repeatedly.
- Req252, USE BARRACKS BEDS, (Future): People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
- Req253, JUSTICE MANDATE NUMBERS, (Future): The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
- Req254, ASSIGN WEAPON PREFS FROM MIL SCREEN, Completed.
- Req255, IMPROVE SQUAD SELECTION, Completed.
- Req256, BUTCHERY ISSUES, (Future): Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
- Req257, TYPES OF EATERS, (Future): It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
- Req258, STRANGE MOOD HELP, (Future): Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.
- Req259, PROBLEM WITH SLAYER NAMES, Completed.
- Req260, DEGREES OF BARTERING, (Future): Merchants need to tell you the extent to which your offer failed.
- Req261, BARTER CONTAINER PROBLEMS, (Future): In adventure mode, container contents mess up bartering in a number of ways.
- Req262, PROBLEMS WITH WATER, Completed: Water currently rots and should be value zero.
- Req263, INAPPROPRIATE CONTAINERS, (Future): Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
- Req264, STOP SPEAKING TO UNINTELLIGENT CREATURES, Completed.
- Req265, RETIREMENT ISSUES, (Future): Shouldn't be able to retire while you are talking or otherwise in the middle of something.
- Req266, SITE LOOTING, (Future): Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.
- Req267, PERSISTENCE OF CORPSE ASSOCIATIONS, Completed.
- Req268, ADVENTURE MODE TWEAK, Completed.
- Req269, PROBLEM WITH CAVE POPULATIONS BEING IN TOWN, Completed.
- Req270, AUTOSAVE, Completed: We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.
- Req271, SAND ISSUES, Completed: Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
- Req272, CLARIFY COIN QUOTAS, Completed: When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
- Req273, STATE OF EMERGENCY, (Future): Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.
- Req274, ABORTING WORLD GENERATION, Completed: Ability to leave history generation in the middle.
- Req275, KIDNAPPING ISSUES, Completed: Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
- Req276, STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS, Completed.
- Req277, STRANDED NEMESES, (Future): Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
- Req278, COIN STACKS, Completed: Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
- Req279, MERCHANT COUNTER-OFFERS, Completed: Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.
- Req280, STAIRWAY BLOCKAGE INFORMATION, Completed: Needs to tell you why stairways are blocked when you fail to move.
- Req281, RESPECT NEMESIS INVENTORIES, Completed.
- Req282, ERRONEOUS COMBAT MESSAGES, Completed.
- Req283, CHANGED SOME END GAME PARAMETERS, Completed.
- Req284, CONTAINER PLACEMENT, (Future): Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
- Req285, OLD BLOODY WALLS, (Future): Need to handle bloody river walls in dwarf mode.
- Req286, HUNTER SLEEP PREFS, (Future): Make hunters sleep on the ground only while hunting.
- Req287, SPECIFIC MATERIAL USE, (Future): Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
- Req288, FLOODGATE PLACEMENT ISSUES, (Future): It's very common for people to get blocked off by floodgates while placing them.
- Req289, MORE CLEANING, (Future): Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
- Req290, WIELD ISSUES, (Future): It can be confused about which object is wielded, and there are some issues about the primary hand.
- Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.
- Req292, NO RECORD, Completed.
- Req293, STORAGE OPTIMIZATION, Completed: The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.
- Req294, NO SILK ROPE SKILLS, Completed: Does clothesmaking skill go up when silk ropes are made?
- Req295, DROWNING ISSUES, Completed: Although drowning is generally harsh, there was a case of people just swimming around in the river.
- Req296, INDOOR PLANT DEATH, Completed: Some indoor bushes would die and disappear quickly.
- Req297, INNER DEFENDERS, Completed: The inside defenders need to occasionally go on forays or you can just pick them off at range.
- Req298, SLIDING UNDER ENEMIES, (Future): If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.
- Req299, RIVER SITE UPDATE, Completed: If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
- Req300, TREE DISPLAY PROBLEM, (Future): Snow covered leafless deciduous trees aren't white.
- 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.
- Req351, PET INFO CRASH, Completed: There was a crash related to null pet and owner pointers inside some pet info.
- Req352, TEMPERATURE FLOW SLAYERS, (Future): Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
- Req353, PROJECTILES AND FLOWS, (Future): Some projectiles survive environmental effects unaffected.
- Req354, DIAGONAL FLOW PATHS, (Future): Diagonal-tending dragonfire has a tendency to wrap backward.
- Req355, LIQUID CREATURE SUPPORT, (Future): Some creatures like magma men need better support for extreme temperature effects to work properly for them.
- Req356, GRASS-TREE BURN SPEEDS, (Future): Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
- Req357, FIRE AND TEMPERATURE, (Future): In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
- Req358, CONTAMINANT MATERIALS, (Future): Contaminant materials need to be tracked more carefully.
- Req359, CONTAMINANT TEMPERATURE EFFECTS, (Future): Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
- Req360, TEMPERATURE AND ROTTING, (Future): The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
- Req361, CORE TEMPERATURE VS EXTREMITIES, (Future): Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
- Req362, CREATURE SUBTYPES AND TEMPERATURE, (Future)