CORE COMPONENTS:
1-20,
21-40,
41-60,
61-80,
81-100
- 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 all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
- 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, Completed: 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.
- Core54, TRANSLATION SUPPORT, (Future): Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
- Core55, LIGHTING, (Future): This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc). Related to Req96.
- Core56, IMPROVED FORTRESS TRANSPORTATION, (Future): Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
- Core57, IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING, (Future): As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
- Core58, DOCUMENTATION, (Future): The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
- Core59, LOVE AND ROMANCE, (Future): Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
- Core60, HEIRS, (Future): Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.
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
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,
151-200