Future of the Fortress
With the new world generation histories in place, it's time to get back to the regular game. The Army Arc continues to be the main focus, but there will also be some other features thrown in to keep the programming lively, the most likely of which I've listed below.
Rather than presenting a linear schedule, I'm just going to list the dev items that have crawled their way to the top of the pile. The list here is subject to change.
Bug fixes, usability/interface improvements and minor/incidental changes will be happening throughout the entire process and aren't listed below.
Color Key: Done - Partial/delayed - Current - Future
Basic Army Arc
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I: Getting migrants/armies to move over the world map again
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II: Improving military organization/command structure
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III.A.1: Having civ/site leaders organize armies and continue world gen wars (Core45,Core46)
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III.A.2: Making dwarf mode sieges come from actual armies on the map (part of Core26)
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III.A.3: Improving dwarf mode sieges (requires Caravan Arc Preliminaries I) (part of Core26)
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III.B.1: Improvements to dwarf mode squad control
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III.B.2: Ability to send your army or part of your army out into the world map (part of Core27)
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III.B.3: Ability to attack enemy sites (part of Core27,Core35)
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III.B.4: Ability to attack enemy armies at non-site locations on the world map/midlevel tactical views and decisions (requires III.A.1) (part of Core27)
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III.C.1: Ability to travel with an army in adventure mode (requires III.A.1) (part of Core65)
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III.C.2: Ability to receive a group and perform army-related tasks in adventure mode (part of Core65)
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III.D.1: Handling basic succession for all positions during regular play (part of Core63)
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III.D.2: Allowing conflict over succession, schisms and contested claims to entity positions in world gen (part of Core63)
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III.D.3: Allowing such conflict in regular play (part of Core63)
Adventurer Skills Preliminaries
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I: Ways to obtain food while traveling (hunt/gather) (part of Core84)
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II.A: Processing of corpses for more than meat (part of Core86)
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II.B.1: Ability to chop down trees and dig (part of Core85)
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II.B.2: Way to build shelter/home and ability to save it as a permanent site (part of Core85)
Caravan Arc Preliminaries
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I: Store resource counts at sites, controlled by map properties and world gen professions, and in armies (Core38)
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II.A.1: Realization of guarded tribute caravans from existing world gen tribute relationships (Core81)
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II.B.1: Ability for civs to enter into trade during world gen (part of Core3)
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II.B.2: Realization of trade caravans from existing world gen trade relationships as traveling groups on the world map (part of Core3)
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II.B.3: Control inventory of shops in adv mode based on trade and available site resources (part of Core42)
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III.A.1: Replacement of generated caravans in dwarf mode with actual caravans (part of Core3)
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III.A.2: More interesting trade agreements and diplomacy in dwarf mode based on actual world situation (Core62)
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III.B.1: Addition of bandit groups which harass caravans (part of Core71)
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III.B.2: Ability to be a caravan guard in adventure mode (part of Core65)
Wound Handling
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I: Track wounds individually and do scarring (and thereby remove phantom limb pain and unconsciousness) (part of Core74)
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II: Wound infection and some other diseases (part of Core74)
Adventurer Entities
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I: Creation of the adventurer's group as an entity (as with civ/religion/etc.) (part of Core61)
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II: Recognition of the adventurer's group entity as an actor in the world and some things related to that, depending on what else is done (part of Core61)
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III: Ability for your group members to recognize their relationship with you and stay behind or join you again more fluidly (part of Core61)
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IV: Ability to delegate adventurer skills style tasks to group members (part of Core61)
Maps and Sites
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I.A: Make caves and the underground more interesting (Core91)
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I.B: Remove good/evil regions and add more specific associations instead, requires some of the Creature Improvements below to flesh it out (part of Core94)
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I.C: Graveyards and other burial arrangements with associated fun stuff (Core68)
Creature Improvements
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I.A: Appearance tags for the raws and associated data (beards, color, etc.) (Core92)
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I.B: Wilderness population/megabeast reproduction and improved population tracking (Core78)
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I.C: Eggs and feathers, associated skills and objects (part of Bloat58)
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II.A: Optional presence of some randomized megabeasts and powers, possible associations to world gen myth, entities (Core93)
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II.B: Optional presence of some randomized vermin (part of Core94)
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II.C: Optional presence of some randomized plants (part of Core94)
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II.D: Generalization of "zombie" and "skeleton" to broader curses/sphere-related alterations (Core96)
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III: Optional presence of randomized wilderness/feature creatures (part of Core94)
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IV: Optional presence of randomized entity creatures (Core95)
Language Improvements
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I: Basic rewrite of names to support syntax trees and different, larger phrases (Core97)
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II: Grammars for each language for different realizations of stored abstract phrases (Core98)
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III: Allow existing objects to support engraved or other writing, associated skills (Core99)
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IV: New objects which support writing (books, etc.), associated skills (Core100)