Consolidated development: различия между версиями

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(Начал перевод, но буду пилить небольшими частями)
 
 
(не показано 12 промежуточных версий 2 участников)
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Это расширенная расшифровка старой страницы "Consolidated Development Page" до изменения дизайна веб-страницы ''Dwarf Fortress''. Здесь указаны все долговременные и краткосрочные арки, элементы Core, Req, Bloat и Powergoal. Страницу можно найти по [http://www.bay12games.com/dwarves/dev_single.html этой ссылке].
:''О краткосрочных планах на будущее разработки в статье [[Планы разработки Dwarf Fortress]].''
 
Это расширенная расшифровка старой страницы '''Consolidated Development Page''' до изменения дизайна веб-страницы ''Dwarf Fortress''. Здесь указаны все долговременные и краткосрочные арки, элементы Core, Req, Bloat и Powergoal. Страницу можно найти по [http://www.bay12games.com/dwarves/dev_single.html этой ссылке].


Из-за возраста страницы многие из указанных целей могут устареть, но они всё ещё могут дать общий обзор мысли, заложенной в разработке игры, и Toady всё ещё часто ссылается на некоторые широкие арки при описании разработки.
Из-за возраста страницы многие из указанных целей могут устареть, но они всё ещё могут дать общий обзор мысли, заложенной в разработке игры, и Toady всё ещё часто ссылается на некоторые широкие арки при описании разработки.
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=Арки=
=Арки=


Арка — множество фич одной тематики. Множество из них можно реализовать одновременно, но это не обязательно, поэтому иногда бывает сложно судить о готовности той или иной арки.
[[Development arc|Арка]] — множество фич одной тематики. Множество из них можно реализовать одновременно, но это не обязательно, поэтому иногда бывает сложно судить о готовности той или иной арки.


Краткосрочные арки — те, которые будут, скорее всего, реализованы в ближайшем будущем. Долговременные, с другой стороны, будут разрабатываться в более далёком будущем, возможно, даже после версии 1.0.
Краткосрочные арки — те, которые будут, скорее всего, реализованы в ближайшем будущем. Долговременные, с другой стороны, будут разрабатываться в более далёком будущем, возможно, даже после версии 1.0.
 
{{stub}}
==Кратковременные арки==
==Кратковременные арки==


{| class="wikitable" valign="top"
{| class="wikitable" valign="top"
|- style="background:#EFEFEF"
|- style="background:#EFEFEF"
! style="width:20%"|Arc
! style="width:20%"|Арка
! style="width:40%"|Description
! style="width:40%"|Описание
! style="width:40%"|Requirements
! style="width:40%"|Требования
|-
|-
| BUSTLING TOWN ARC
| 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.
| {{bn-en|Города должны быть более структурированными. Жители должны не бесцельно бродить, а заниматься делами. Предметы должны быть не только в магазинах. Должна быть стража. Медовые залы нужно сделать более интересными.|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.}}
| [[#Core41|Core41]], [[#Core42|Core42]], [[#Core43|Core43]], [[#Req148|Req148]], [[#Req162|Req162]], [[#Req249|Req249]], [[#Req261|Req261]], [[#Req344|Req344]], [[#Req348|Req348]], [[#Req369|Req369]], [[#Req379|Req379]], [[#Req408|Req408]], [[#Req415|Req415]], [[#Req471|Req471]], [[#Req477|Req477]], [[#Req588|Req588]], [[#Bloat165|Bloat165]], [[#Bloat188|Bloat188]], [[#Bloat203|Bloat203]], [[#Bloat204|Bloat204]], [[#Bloat210|Bloat210]], [[#Bloat233|Bloat233]], [[#Bloat242|Bloat242]], [[#Bloat243|Bloat243]], [[#Bloat266|Bloat266]], [[#Bloat267|Bloat267]], [[#Bloat373|Bloat373]], [[#Bloat378|Bloat378]], [[#Bloat381|Bloat381]], [[#Bloat382|Bloat382]], [[#PowerGoal 34|PowerGoal34]], [[#PowerGoal 36|PowerGoal36]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 48|PowerGoal48]], [[#PowerGoal 55|PowerGoal55]], [[#PowerGoal 67|PowerGoal67]], [[#PowerGoal 73|PowerGoal73]], [[#PowerGoal 74|PowerGoal74]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 131|PowerGoal131]], [[#PowerGoal 137|PowerGoal137]] and [[#PowerGoal 148|PowerGoal148]].
| [[#Core41|Core41]], [[#Core42|Core42]], [[#Core43|Core43]], [[#Req148|Req148]], [[#Req162|Req162]], [[#Req249|Req249]], [[#Req261|Req261]], [[#Req344|Req344]], [[#Req348|Req348]], [[#Req369|Req369]], [[#Req379|Req379]], [[#Req408|Req408]], [[#Req415|Req415]], [[#Req471|Req471]], [[#Req477|Req477]], [[#Req588|Req588]], [[#Bloat165|Bloat165]], [[#Bloat188|Bloat188]], [[#Bloat203|Bloat203]], [[#Bloat204|Bloat204]], [[#Bloat210|Bloat210]], [[#Bloat233|Bloat233]], [[#Bloat242|Bloat242]], [[#Bloat243|Bloat243]], [[#Bloat266|Bloat266]], [[#Bloat267|Bloat267]], [[#Bloat373|Bloat373]], [[#Bloat378|Bloat378]], [[#Bloat381|Bloat381]], [[#Bloat382|Bloat382]], [[#PowerGoal 34|PowerGoal34]], [[#PowerGoal 36|PowerGoal36]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 48|PowerGoal48]], [[#PowerGoal 55|PowerGoal55]], [[#PowerGoal 67|PowerGoal67]], [[#PowerGoal 73|PowerGoal73]], [[#PowerGoal 74|PowerGoal74]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 131|PowerGoal131]], [[#PowerGoal 137|PowerGoal137]] и [[#PowerGoal 148|PowerGoal148]].
|-
|-
| FIRE AND LIGHTING ARC  
| 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.
{{bn-en|Сейчас пещеры неестественно освещены, хотя в них должна царить кромешная тьма. То же самое справедливо для пасмурных безлунных ночей. После добавления тьмы в режиме приключения понадобится огонь. Его также можно добавить в режим крепости.|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.}}
| [[#Core14|Core14]], [[#Core55|Core55]], [[#Req96|Req96]] and [[#PowerGoal 150|PowerGoal150]].
| [[#Core14|Core14]], [[#Core55|Core55]], [[#Req96|Req96]] и [[#PowerGoal 150|PowerGoal150]].
|-
|-
|  BURROWS, TRANSPORTION AND AUTOMATION ARC
|  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.
{{bn-en|Дать возможность указать дварфам пространство ("нору"), в пределах которого они будут жить и работать, чтобы уменьшить количество работ по переносу. Сюда относится большая часть req, связанных с переноской или складами. Можно автоматизировать другие мастерские, хотя систему выдачи приказов можно сделать более мощной, чтобы уменьшить количество возни с интерфейсом для заказа, например, стекла или мыла.|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.}}
| [[#Core36|Core36]], [[#Core56|Core56]], [[#Core57|Core57]], [[#Req1|Req1]], [[#Req2|Req2]], [[#Req18|Req18]], [[#Req22|Req22]], [[#Req24|Req24]], [[#Req27|Req27]], [[#Req28|Req28]], [[#Req38|Req38]], [[#Req41|Req41]], [[#Req46|Req46]], [[#Req47|Req47]], [[#Req67|Req67]], [[#Req74|Req74]], [[#Req82|Req82]], [[#Req83|Req83]], [[#Req86|Req86]], [[#Req90|Req90]], [[#Req112|Req112]], [[#Req128|Req128]], [[#Req129|Req129]], [[#Req140|Req140]], [[#Req146|Req146]], [[#Req162|Req162]], [[#Req197|Req197]], [[#Req273|Req273]], [[#Req287|Req287]], [[#Req349|Req349]], [[#Req384|Req384]], [[#Req385|Req385]], [[#Req392|Req392]], [[#Req393|Req393]], [[#Req400|Req400]], [[#Req404|Req404]], [[#Req409|Req409]], [[#Req410|Req410]], [[#Req413|Req413]], [[#Req422|Req422]], [[#Req424|Req424]], [[#Req428|Req428]], [[#Req429|Req429]], [[#Req435|Req435]], [[#Req436|Req436]], [[#Req437|Req437]], [[#Req439|Req439]], [[#Req450|Req450]], [[#Req482|Req482]], [[#Req528|Req528]], [[#Req533|Req533]], [[#Req534|Req534]], [[#Req544|Req544]], [[#Req558|Req558]], [[#Req560|Req560]], [[#Req572|Req572]], [[#Req584|Req584]], [[#Bloat6|Bloat6]], [[#Bloat10|Bloat10]], [[#Bloat19|Bloat19]], [[#Bloat28|Bloat28]], [[#Bloat30|Bloat30]], [[#Bloat32|Bloat32]], [[#Bloat54|Bloat54]], [[#Bloat59|Bloat59]], [[#Bloat60|Bloat60]], [[#Bloat83|Bloat83]], [[#Bloat218|Bloat218]], [[#Bloat253|Bloat253]], [[#Bloat281|Bloat281]], [[#Bloat308|Bloat308]] and [[#Bloat313|Bloat313]].
| [[#Core36|Core36]], [[#Core56|Core56]], [[#Core57|Core57]], [[#Req1|Req1]], [[#Req2|Req2]], [[#Req18|Req18]], [[#Req22|Req22]], [[#Req24|Req24]], [[#Req27|Req27]], [[#Req28|Req28]], [[#Req38|Req38]], [[#Req41|Req41]], [[#Req46|Req46]], [[#Req47|Req47]], [[#Req67|Req67]], [[#Req74|Req74]], [[#Req82|Req82]], [[#Req83|Req83]], [[#Req86|Req86]], [[#Req90|Req90]], [[#Req112|Req112]], [[#Req128|Req128]], [[#Req129|Req129]], [[#Req140|Req140]], [[#Req146|Req146]], [[#Req162|Req162]], [[#Req197|Req197]], [[#Req273|Req273]], [[#Req287|Req287]], [[#Req349|Req349]], [[#Req384|Req384]], [[#Req385|Req385]], [[#Req392|Req392]], [[#Req393|Req393]], [[#Req400|Req400]], [[#Req404|Req404]], [[#Req409|Req409]], [[#Req410|Req410]], [[#Req413|Req413]], [[#Req422|Req422]], [[#Req424|Req424]], [[#Req428|Req428]], [[#Req429|Req429]], [[#Req435|Req435]], [[#Req436|Req436]], [[#Req437|Req437]], [[#Req439|Req439]], [[#Req450|Req450]], [[#Req482|Req482]], [[#Req528|Req528]], [[#Req533|Req533]], [[#Req534|Req534]], [[#Req544|Req544]], [[#Req558|Req558]], [[#Req560|Req560]], [[#Req572|Req572]], [[#Req584|Req584]], [[#Bloat6|Bloat6]], [[#Bloat10|Bloat10]], [[#Bloat19|Bloat19]], [[#Bloat28|Bloat28]], [[#Bloat30|Bloat30]], [[#Bloat32|Bloat32]], [[#Bloat54|Bloat54]], [[#Bloat59|Bloat59]], [[#Bloat60|Bloat60]], [[#Bloat83|Bloat83]], [[#Bloat218|Bloat218]], [[#Bloat253|Bloat253]], [[#Bloat281|Bloat281]], [[#Bloat308|Bloat308]] и [[#Bloat313|Bloat313]].
|-
|-
|  ADVANCED HELP ARC   
|  ADVANCED HELP ARC   
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help.
{{bn-en|У игры крутая кривая обучения. Для помощи игрокам можно ввести руководства, внутриигрового советника, внутриигровую помощь.|Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help.}}
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
|  [[#Core19|Core19]], [[#Core22|Core22]] и [[#Core58|Core58]].
|-
|-
|  CARAVAN ARC   
|  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.
{{bn-en|Перед добавлением армий нужно сделать так, чтобы караваны действительно перемещались по карте мира, а не просто появлялись около крепости, чтобы они двигались между городами на карте, хотя от введения экономики лучше пока воздержаться. Нужно, чтобы была возможность найти предметы, проданные из режима крепости, в режиме приключения, и наоборот.|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.}}
|  [[#Core3|Core3]], [[#Core38|Core38]], [[#Core81|Core81]], [[#Req21|Req21]], [[#Req132|Req132]], [[#Req133|Req133]], [[#Req175|Req175]], [[#Req204|Req204]], [[#Req218|Req218]], [[#Req220|Req220]], [[#Req260|Req260]], [[#Req279|Req279]], [[#Req364|Req364]], [[#Req463|Req463]], [[#Req516|Req516]], [[#Req555|Req555]], [[#Bloat155|Bloat155]], [[#Bloat263|Bloat263]], [[#Bloat267|Bloat267]], [[#PowerGoal 24|PowerGoal24]], [[#PowerGoal 33|PowerGoal33]], [[#PowerGoal 56|PowerGoal56]] and [[#PowerGoal 148|PowerGoal148]].
|  [[#Core3|Core3]], [[#Core38|Core38]], [[#Core81|Core81]], [[#Req21|Req21]], [[#Req132|Req132]], [[#Req133|Req133]], [[#Req175|Req175]], [[#Req204|Req204]], [[#Req218|Req218]], [[#Req220|Req220]], [[#Req260|Req260]], [[#Req279|Req279]], [[#Req364|Req364]], [[#Req463|Req463]], [[#Req516|Req516]], [[#Req555|Req555]], [[#Bloat155|Bloat155]], [[#Bloat263|Bloat263]], [[#Bloat267|Bloat267]], [[#PowerGoal 24|PowerGoal24]], [[#PowerGoal 33|PowerGoal33]], [[#PowerGoal 56|PowerGoal56]] и [[#PowerGoal 148|PowerGoal148]].
|-
|-
|  COUNTY ARC  
|  COUNTY ARC  
| You should be able to develop a larger settlement outside the confines of the immediate play area.  
| {{bn-en|Нужно дать возможность развивать большее поселение за пределами непосредственной игровой зоны.|You should be able to develop a larger settlement outside the confines of the immediate play area.}}
| [[#Core28|Core28]], [[#Core29|Core29]] and [[#PowerGoal 53|PowerGoal53]].
| [[#Core28|Core28]], [[#Core29|Core29]] и [[#PowerGoal 53|PowerGoal53]].
|-
|-
|    ARMY ARC  
|    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. 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.  
| {{bn-en|Добавить возможность контролировать патрули и армии в режиме крепости. Приключенец должен иметь возможность присоединиться к армии или даже возглавить её. В режиме крепости нужно добавить возможность контролировать отдельных солдат патруля, как в режиме приключения. Добавить войны, от налётов бандитов и монстров до полноценных войн между цивилизациями. Потревоженные цивилизации могут патрулировать окрестности своих городов и мест, что может привести к схваткам на дикой местности, и т.д.|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. 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.}}
| [[#Core26|Core26]], [[#Core27|Core27]], [[#Core35|Core35]], [[#Core45|Core45]], [[#Core46|Core46]], [[#Req18|Req18]], [[#Req29|Req29]], [[#Req61|Req61]], [[#Req71|Req71]], [[#Req81|Req81]], [[#Req125|Req125]], [[#Req126|Req126]], [[#Req221|Req221]], [[#Req273|Req273]], [[#Req301|Req301]], [[#Req371|Req371]], [[#Req398|Req398]], [[#Req414|Req414]], [[#Req417|Req417]], [[#Req427|Req427]], [[#Req444|Req444]], [[#Req449|Req449]], [[#Req475|Req475]], [[#Req478|Req478]], [[#Req496|Req496]], [[#Req503|Req503]], [[#Req545|Req545]], [[#Req571|Req571]], [[#Bloat44|Bloat44]], [[#Bloat117|Bloat117]], [[#Bloat130|Bloat130]], [[#Bloat131|Bloat131]], [[#Bloat175|Bloat175]], [[#Bloat289|Bloat289]], [[#PowerGoal 1|PowerGoal1]], [[#PowerGoal 2|PowerGoal2]], [[#PowerGoal 3|PowerGoal3]], [[#PowerGoal 4|PowerGoal4]], [[#PowerGoal 5|PowerGoal5]], [[#PowerGoal 6|PowerGoal6]], [[#PowerGoal 7|PowerGoal7]], [[#PowerGoal 8|PowerGoal8]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 17|PowerGoal17]], [[#PowerGoal 40|PowerGoal40]], [[#PowerGoal 59|PowerGoal59]], [[#PowerGoal 70|PowerGoal70]], [[#PowerGoal 71|PowerGoal71]], [[#PowerGoal 76|PowerGoal76]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 119|PowerGoal119]], [[#PowerGoal 127|PowerGoal127]], [[#PowerGoal 130|PowerGoal130]], [[#PowerGoal 138|PowerGoal138]], [[#PowerGoal 140|PowerGoal140]], [[#PowerGoal 141|PowerGoal141]], [[#PowerGoal 142|PowerGoal142]], [[#PowerGoal 143|PowerGoal143]], [[#PowerGoal 144|PowerGoal144]] and [[#PowerGoal 147|PowerGoal147]].
| [[#Core26|Core26]], [[#Core27|Core27]], [[#Core35|Core35]], [[#Core45|Core45]], [[#Core46|Core46]], [[#Req18|Req18]], [[#Req29|Req29]], [[#Req61|Req61]], [[#Req71|Req71]], [[#Req81|Req81]], [[#Req125|Req125]], [[#Req126|Req126]], [[#Req221|Req221]], [[#Req273|Req273]], [[#Req301|Req301]], [[#Req371|Req371]], [[#Req398|Req398]], [[#Req414|Req414]], [[#Req417|Req417]], [[#Req427|Req427]], [[#Req444|Req444]], [[#Req449|Req449]], [[#Req475|Req475]], [[#Req478|Req478]], [[#Req496|Req496]], [[#Req503|Req503]], [[#Req545|Req545]], [[#Req571|Req571]], [[#Bloat44|Bloat44]], [[#Bloat117|Bloat117]], [[#Bloat130|Bloat130]], [[#Bloat131|Bloat131]], [[#Bloat175|Bloat175]], [[#Bloat289|Bloat289]], [[#PowerGoal 1|PowerGoal1]], [[#PowerGoal 2|PowerGoal2]], [[#PowerGoal 3|PowerGoal3]], [[#PowerGoal 4|PowerGoal4]], [[#PowerGoal 5|PowerGoal5]], [[#PowerGoal 6|PowerGoal6]], [[#PowerGoal 7|PowerGoal7]], [[#PowerGoal 8|PowerGoal8]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 17|PowerGoal17]], [[#PowerGoal 40|PowerGoal40]], [[#PowerGoal 59|PowerGoal59]], [[#PowerGoal 70|PowerGoal70]], [[#PowerGoal 71|PowerGoal71]], [[#PowerGoal 76|PowerGoal76]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 119|PowerGoal119]], [[#PowerGoal 127|PowerGoal127]], [[#PowerGoal 130|PowerGoal130]], [[#PowerGoal 138|PowerGoal138]], [[#PowerGoal 140|PowerGoal140]], [[#PowerGoal 141|PowerGoal141]], [[#PowerGoal 142|PowerGoal142]], [[#PowerGoal 143|PowerGoal143]], [[#PowerGoal 144|PowerGoal144]] и [[#PowerGoal 147|PowerGoal147]].
|-
|-
|  NEMESIS ARC  
|  NEMESIS ARC  
| The civilization leaders should be fleshed out in many ways.  
| {{bn-en|Лидеров цивилизаций нужно разными способами конкретизировать и дополнить.|The civilization leaders should be fleshed out in many ways.}}
| [[#Core11|Core11]], [[#Core15|Core15]], [[#Core40|Core40]], [[#Req161|Req161]], [[#Req277|Req277]], [[#Bloat48|Bloat48]], [[#Bloat68|Bloat68]], [[#Bloat176|Bloat176]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 101|PowerGoal101]], [[#PowerGoal 102|PowerGoal102]] and [[#PowerGoal 122|PowerGoal122]].
| [[#Core11|Core11]], [[#Core15|Core15]], [[#Core40|Core40]], [[#Req161|Req161]], [[#Req277|Req277]], [[#Bloat48|Bloat48]], [[#Bloat68|Bloat68]], [[#Bloat176|Bloat176]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 101|PowerGoal101]], [[#PowerGoal 102|PowerGoal102]] и [[#PowerGoal 122|PowerGoal122]].
|-
|-
|  RELATIONSHIPS ARC  
|  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.  
| {{bn-en|Добавить возможность найти супруга, завести семью, создать играбельных наследников в режиме приключения. Можно подробней расписать дварфийские отношения и личные черты.|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.}}
| [[#Core59|Core59]], [[#Core60|Core60]], [[#Bloat51|Bloat51]], [[#Bloat93|Bloat93]], [[#Bloat95|Bloat95]], [[#Bloat105|Bloat105]], [[#Bloat123|Bloat123]], [[#Bloat374|Bloat374]], [[#Bloat375|Bloat375]], [[#Bloat380|Bloat380]], [[#PowerGoal 20|PowerGoal20]], [[#PowerGoal 21|PowerGoal21]], [[#PowerGoal 109|PowerGoal109]] and [[#PowerGoal 119|PowerGoal119]].
| [[#Core59|Core59]], [[#Core60|Core60]], [[#Bloat51|Bloat51]], [[#Bloat93|Bloat93]], [[#Bloat95|Bloat95]], [[#Bloat105|Bloat105]], [[#Bloat123|Bloat123]], [[#Bloat374|Bloat374]], [[#Bloat375|Bloat375]], [[#Bloat380|Bloat380]], [[#PowerGoal 20|PowerGoal20]], [[#PowerGoal 21|PowerGoal21]], [[#PowerGoal 109|PowerGoal109]] и [[#PowerGoal 119|PowerGoal119]].
|-
|-
|  DIPLOMACY ARC  
|  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.  
{{bn-en|Должно быть гораздо больше дипломатии между вашей крепостью и внешним миром, особенно после появления знати. Сейчас в этом плане в игре почти ничего нет.|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.}}
| [[#Core33|Core33]], [[#Core62|Core62]], [[#Core63|Core63]], [[#Req174|Req174]], [[#Req177|Req177]], [[#Req291|Req291]], [[#Req451|Req451]], [[#Req527|Req527]], [[#Req542|Req542]], [[#Req543|Req543]], [[#Bloat31|Bloat31]], [[#Bloat72|Bloat72]], [[#Bloat73|Bloat73]], [[#PowerGoal 10|PowerGoal10]], [[#PowerGoal 98|PowerGoal98]] and [[#PowerGoal 101|PowerGoal101]].
| [[#Core33|Core33]], [[#Core62|Core62]], [[#Core63|Core63]], [[#Req174|Req174]], [[#Req177|Req177]], [[#Req291|Req291]], [[#Req451|Req451]], [[#Req527|Req527]], [[#Req542|Req542]], [[#Req543|Req543]], [[#Bloat31|Bloat31]], [[#Bloat72|Bloat72]], [[#Bloat73|Bloat73]], [[#PowerGoal 10|PowerGoal10]], [[#PowerGoal 98|PowerGoal98]] и [[#PowerGoal 101|PowerGoal101]].
|-
|-
|  GHOSTS ARC   
|  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.).  
| {{bn-en|Посещение приключенцем вашей старой крепости можно сделать более интересным. Так как игра следит за каждым дварфом, живущим или умершим в крепости, эти данные также можно использовать. Цивилизации, воюющие во время генерации мира, могут создавать руины, которые можно посетить (старые замки, храмы, т.д.).|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.).}}
| [[#Core67|Core67]], [[#Core68|Core68]], [[#Core69|Core69]], [[#Core70|Core70]], [[#Bloat21|Bloat21]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 92|PowerGoal92]] and [[#PowerGoal 107|PowerGoal107]].
| [[#Core67|Core67]], [[#Core68|Core68]], [[#Core69|Core69]], [[#Core70|Core70]], [[#Bloat21|Bloat21]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 92|PowerGoal92]] и [[#PowerGoal 107|PowerGoal107]].
|-
|-
|  AFFILIATION ARC  
|  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.  
{{bn-en|Дать возможность приключенцу добиваться успеха в отношениях с людьми, городами, цивилизациями. Полный набор ответственностей подождёт, для начала нужно сделать хотя бы возможным получать статус в глазах людей. За помощь вас могут по-разному наградить, от разрешения спать в доме и еды в дар до предложения свадьбы. Более мелкие сущности (бандиты, культы) могут предлагать более сомнительные задания (кражи, убийства, похищения, т.д.) для подобных привилегий. Можно получить возможность спать в главном зале города, если вы с ним в хороших отношениях. Тем не менее бродяжничество должно наказываться.|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.}}
| [[#Core64|Core64]], [[#Core65|Core65]], [[#Core71|Core71]], [[#Req586|Req586]], [[#Req587|Req587]], [[#Bloat163|Bloat163]], [[#PowerGoal 12|PowerGoal12]], [[#PowerGoal 19|PowerGoal19]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 37|PowerGoal37]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 42|PowerGoal42]], [[#PowerGoal 44|PowerGoal44]], [[#PowerGoal 48|PowerGoal48]] and [[#PowerGoal 54|PowerGoal54]].
| [[#Core64|Core64]], [[#Core65|Core65]], [[#Core71|Core71]], [[#Req586|Req586]], [[#Req587|Req587]], [[#Bloat163|Bloat163]], [[#PowerGoal 12|PowerGoal12]], [[#PowerGoal 19|PowerGoal19]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 37|PowerGoal37]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 42|PowerGoal42]], [[#PowerGoal 44|PowerGoal44]], [[#PowerGoal 48|PowerGoal48]] и [[#PowerGoal 54|PowerGoal54]].
|-
|-
|  COMBAT ARC  
|  COMBAT ARC  
| Many more combat skills and more attributes, etc.  
| {{bn-en|Много новых боевых навыков, атрибутов и т.д.|Many more combat skills and more attributes, etc.}}
| [[#Core72|Core72]], [[#Core73|Core73]], [[#Core74|Core74]], [[#Req45|Req45]], [[#Req54|Req54]], [[#Req85|Req85]], [[#Req92|Req92]], [[#Req104|Req104]], [[#Req149|Req149]], [[#Req164|Req164]], [[#Req171|Req171]], [[#Req183|Req183]], [[#Req188|Req188]], [[#Req192|Req192]], [[#Req198|Req198]], [[#Req199|Req199]], [[#Req200|Req200]], [[#Req206|Req206]], [[#Req224|Req224]], [[#Req230|Req230]], [[#Req233|Req233]], [[#Req234|Req234]], [[#Req290|Req290]], [[#Req315|Req315]], [[#Req330|Req330]], [[#Req331|Req331]], [[#Req340|Req340]], [[#Req352|Req352]], [[#Req403|Req403]], [[#Req466|Req466]], [[#Req532|Req532]], [[#Req568|Req568]], [[#Req575|Req575]], [[#Bloat15|Bloat15]], [[#Bloat55|Bloat55]], [[#Bloat76|Bloat76]], [[#Bloat102|Bloat102]], [[#Bloat127|Bloat127]], [[#Bloat135|Bloat135]], [[#Bloat136|Bloat136]], [[#Bloat137|Bloat137]], [[#Bloat138|Bloat138]], [[#Bloat139|Bloat139]], [[#Bloat141|Bloat141]], [[#Bloat142|Bloat142]], [[#Bloat162|Bloat162]], [[#Bloat222|Bloat222]], [[#Bloat254|Bloat254]], [[#Bloat271|Bloat271]], [[#PowerGoal 28|PowerGoal28]], [[#PowerGoal 29|PowerGoal29]], [[#PowerGoal 61|PowerGoal61]], [[#PowerGoal 63|PowerGoal63]], [[#PowerGoal 77|PowerGoal77]], [[#PowerGoal 79|PowerGoal79]], [[#PowerGoal 89|PowerGoal89]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 93|PowerGoal93]], [[#PowerGoal 94|PowerGoal94]], [[#PowerGoal 96|PowerGoal96]], [[#PowerGoal 103|PowerGoal103]] and [[#PowerGoal 150|PowerGoal150]].
| [[#Core72|Core72]], [[#Core73|Core73]], [[#Core74|Core74]], [[#Req45|Req45]], [[#Req54|Req54]], [[#Req85|Req85]], [[#Req92|Req92]], [[#Req104|Req104]], [[#Req149|Req149]], [[#Req164|Req164]], [[#Req171|Req171]], [[#Req183|Req183]], [[#Req188|Req188]], [[#Req192|Req192]], [[#Req198|Req198]], [[#Req199|Req199]], [[#Req200|Req200]], [[#Req206|Req206]], [[#Req224|Req224]], [[#Req230|Req230]], [[#Req233|Req233]], [[#Req234|Req234]], [[#Req290|Req290]], [[#Req315|Req315]], [[#Req330|Req330]], [[#Req331|Req331]], [[#Req340|Req340]], [[#Req352|Req352]], [[#Req403|Req403]], [[#Req466|Req466]], [[#Req532|Req532]], [[#Req568|Req568]], [[#Req575|Req575]], [[#Bloat15|Bloat15]], [[#Bloat55|Bloat55]], [[#Bloat76|Bloat76]], [[#Bloat102|Bloat102]], [[#Bloat127|Bloat127]], [[#Bloat135|Bloat135]], [[#Bloat136|Bloat136]], [[#Bloat137|Bloat137]], [[#Bloat138|Bloat138]], [[#Bloat139|Bloat139]], [[#Bloat141|Bloat141]], [[#Bloat142|Bloat142]], [[#Bloat162|Bloat162]], [[#Bloat222|Bloat222]], [[#Bloat254|Bloat254]], [[#Bloat271|Bloat271]], [[#PowerGoal 28|PowerGoal28]], [[#PowerGoal 29|PowerGoal29]], [[#PowerGoal 61|PowerGoal61]], [[#PowerGoal 63|PowerGoal63]], [[#PowerGoal 77|PowerGoal77]], [[#PowerGoal 79|PowerGoal79]], [[#PowerGoal 89|PowerGoal89]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 93|PowerGoal93]], [[#PowerGoal 94|PowerGoal94]], [[#PowerGoal 96|PowerGoal96]], [[#PowerGoal 103|PowerGoal103]] и [[#PowerGoal 150|PowerGoal150]].
|-
|-
|      SCENARIOS ARC  
|      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.  
| {{bn-en|Генерация персонажей подлежит значительному изменению. Текущий план — иметь интерактивных генератор истории, который пронёс бы персонажа от рождения до играбельного возраста, вплетая его в ткань мира. Кнопка "Play Now!" сразу автоматически решила бы все вопросы, возможно, с большой склонностью помещать персонажа в страшные/интересные ситуации.|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.}}
| [[#Core75|Core75]], [[#Core76|Core76]], [[#Req214|Req214]], [[#Req317|Req317]], [[#Bloat26|Bloat26]] and [[#Bloat143|Bloat143]].
| [[#Core75|Core75]], [[#Core76|Core76]], [[#Req214|Req214]], [[#Req317|Req317]], [[#Bloat26|Bloat26]] и [[#Bloat143|Bloat143]].
|-
|-
|  LIFE CYCLE ARC
|  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.  
{{bn-en|Сейчас в городах и других поселениях никто не рождается и не стареет. Вместо этого нужно с основания города симулировать и отслеживать эти вещи, начиная с генерации мира. Это сделало бы мир более интересным, а также более устойчивым к действиям игрока. Однако это добавляет нестабильность, независящую от действий игрока, так что это нужно реализовать аккуратно.|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.}}
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] и [[#PowerGoal 31|PowerGoal31]].
|-
|-
|  ARTIFACT ARC   
|  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.
| {{bn-en|Специальные предметы, созданные дварфами, сейчас не очень интересны, и приключенец мало что может с ними сделать. Эти объекты должны иметь магические силы и оказывать большое влияние на действия сущностей, контактирующих с ними. Даже если приключенец не сможет сам найти применения артефакту, он сможет найти покупателя из знати и использовать эту возможность, чтобы получить дом или хорошее положение в сущности, например.|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.}}
| [[#Core79|Core79]], [[#Core80|Core80]], [[#Req395|Req395]], [[#Bloat49|Bloat49]], [[#Bloat173|Bloat173]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 60|PowerGoal60]], [[#PowerGoal 68|PowerGoal68]] and [[#PowerGoal 134|PowerGoal134]].
| [[#Core79|Core79]], [[#Core80|Core80]], [[#Req395|Req395]], [[#Bloat49|Bloat49]], [[#Bloat173|Bloat173]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 60|PowerGoal60]], [[#PowerGoal 68|PowerGoal68]] и [[#PowerGoal 134|PowerGoal134]].
|-
|-
|  CRIME AND PUNISHMENT ARC  
|  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, arrest, imprisonment, execution...  
| {{bn-en|За мелкие преступления должны быть мягкие наказания. Сюда же входит увеличение интересности пьянки в городе, добавление драк в баре, нормальные кражи, арест, тюремное заключение, казни…|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, arrest, imprisonment, execution...}}
| [[#Core82|Core82]], [[#Core83|Core83]], [[#Req303|Req303]], [[#Req327|Req327]], [[#Req366|Req366]], [[#Bloat53|Bloat53]], [[#Bloat75|Bloat75]], [[#Bloat143|Bloat143]], [[#PowerGoal 14|PowerGoal14]], [[#PowerGoal 22|PowerGoal22]], [[#PowerGoal 23|PowerGoal23]], [[#PowerGoal 25|PowerGoal25]], [[#PowerGoal 26|PowerGoal26]], [[#PowerGoal 38|PowerGoal38]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 66|PowerGoal66]], [[#PowerGoal 80|PowerGoal80]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 99|PowerGoal99]], [[#PowerGoal 124|PowerGoal124]], [[#PowerGoal 126|PowerGoal126]], [[#PowerGoal 136|PowerGoal136]] and [[#PowerGoal 146|PowerGoal146]].
| [[#Core82|Core82]], [[#Core83|Core83]], [[#Req303|Req303]], [[#Req327|Req327]], [[#Req366|Req366]], [[#Bloat53|Bloat53]], [[#Bloat75|Bloat75]], [[#Bloat143|Bloat143]], [[#PowerGoal 14|PowerGoal14]], [[#PowerGoal 22|PowerGoal22]], [[#PowerGoal 23|PowerGoal23]], [[#PowerGoal 25|PowerGoal25]], [[#PowerGoal 26|PowerGoal26]], [[#PowerGoal 38|PowerGoal38]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 66|PowerGoal66]], [[#PowerGoal 80|PowerGoal80]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 99|PowerGoal99]], [[#PowerGoal 124|PowerGoal124]], [[#PowerGoal 126|PowerGoal126]], [[#PowerGoal 136|PowerGoal136]] и [[#PowerGoal 146|PowerGoal146]].
|-
|-
|  ADVENTURER SKILLS ARC   
|  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. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
| {{bn-en|Работы и профессии в режиме крепости неплохо реализованы. Приключенец должен уметь делать то же самое, особенно то, что связано с выживанием в дикой природе. Постепенно можно будет строить свои конструкции, сделать дом и иметь своё место на карте.|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. Eventually you'll be able to place constructions, create a home and have your own site on the map.}}
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] и [[#PowerGoal 103|PowerGoal103]].
|-
|-
|  ADVENTURER PARTIES AND ENTITY   
|  ADVENTURER PARTIES AND ENTITY   
| As an adventurer with followers, you should be able to make your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be 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.  
| {{bn-en|Играя за приключенца с последователями, нужно иметь возможность создавать сущность — если у вас много людей, вы можете поручать им работы и управлять ими более стратегически. Также нужно иметь возможность контролировать каждого члена вашей группы, которую сделали вы сами. Можно, как сейчас, играть за одного и остальные будут идти за ним (как сейчас) или контролировать всех, особенно во время напряженных ситуаций, когда вы не доверяете ИИ.|As an adventurer with followers, you should be able to make your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be 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.}}
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] и [[#PowerGoal 135|PowerGoal135]].
|-
|-
| DUNGEON ARC   
| 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 better with the world.
| {{bn-en|Улучшить области обитания кобольдов и гоблинов и цивилизации, помня о расширении понятия сущности и дальнейшей случайной генерации. Включает в себя добавление определения сущности и тегов для более примитивных гуманоидов. Сделать так, чтобы мегачудища лучше вписывались в мир.|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 better with the world.}}
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] и [[#PowerGoal 145|PowerGoal145]].
|-
|-
|  HUMANOID ARC  
|  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.  
{{bn-en|Сделать крепости дварфов, не управляемые игроком, выглядеть и действовать как управляемые игроком, в рамках разумного. Улучшить эльфов как в арке подземелий, с их жилищами в многотайловых деревьях.|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.}}
| [[#Core87|Core87]], [[#Core88|Core88]], [[#Req148|Req148]], [[#Bloat206|Bloat206]] and [[#PowerGoal 129|PowerGoal129]].
| [[#Core87|Core87]], [[#Core88|Core88]], [[#Req148|Req148]], [[#Bloat206|Bloat206]] и [[#PowerGoal 129|PowerGoal129]].
|-
|-
|  PRESENTATION ARC  
|  PRESENTATION ARC  
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations.  
{{bn-en|Более понятный интерфейс, больше настроек для интерфейса, поддержка перевода.|A cleaner interface and more interface and display options will make the game more accessible. Better support for translations.}}
|  [[#Core21|Core21]], [[#Core50|Core50]], [[#Core51|Core51]], [[#Core52|Core52]], [[#Core54|Core54]], [[#Req37|Req37]], [[#Req43|Req43]], [[#Req79|Req79]], [[#Req142|Req142]], [[#Req152|Req152]], [[#Req179|Req179]], [[#Req180|Req180]], [[#Req207|Req207]], [[#Req218|Req218]], [[#Req258|Req258]], [[#Req306|Req306]], [[#Req314|Req314]], [[#Req320|Req320]], [[#Req328|Req328]], [[#Req332|Req332]], [[#Req338|Req338]], [[#Req381|Req381]], [[#Req382|Req382]], [[#Req383|Req383]], [[#Req386|Req386]], [[#Req387|Req387]], [[#Req388|Req388]], [[#Req390|Req390]], [[#Req401|Req401]], [[#Req402|Req402]], [[#Req411|Req411]], [[#Req421|Req421]], [[#Req430|Req430]], [[#Req432|Req432]], [[#Req434|Req434]], [[#Req443|Req443]], [[#Req460|Req460]], [[#Req483|Req483]], [[#Req513|Req513]], [[#Req520|Req520]], [[#Req531|Req531]], [[#Req546|Req546]], [[#Req547|Req547]], [[#Req548|Req548]], [[#Req550|Req550]], [[#Req556|Req556]], [[#Req558|Req558]], [[#Req559|Req559]], [[#Req560|Req560]], [[#Req564|Req564]], [[#Req566|Req566]], [[#Req570|Req570]], [[#Req585|Req585]], [[#Bloat52|Bloat52]], [[#Bloat106|Bloat106]], [[#Bloat107|Bloat107]], [[#Bloat108|Bloat108]], [[#Bloat118|Bloat118]], [[#Bloat153|Bloat153]], [[#Bloat199|Bloat199]], [[#Bloat268|Bloat268]], [[#Bloat303|Bloat303]], [[#Bloat307|Bloat307]], [[#Bloat311|Bloat311]], [[#Bloat354|Bloat354]], [[#Bloat355|Bloat355]], [[#Bloat358|Bloat358]], [[#Bloat361|Bloat361]], [[#Bloat364|Bloat364]], [[#Bloat368|Bloat368]] and [[#Bloat379|Bloat379]].
|  [[#Core21|Core21]], [[#Core50|Core50]], [[#Core51|Core51]], [[#Core52|Core52]], [[#Core54|Core54]], [[#Req37|Req37]], [[#Req43|Req43]], [[#Req79|Req79]], [[#Req142|Req142]], [[#Req152|Req152]], [[#Req179|Req179]], [[#Req180|Req180]], [[#Req207|Req207]], [[#Req218|Req218]], [[#Req258|Req258]], [[#Req306|Req306]], [[#Req314|Req314]], [[#Req320|Req320]], [[#Req328|Req328]], [[#Req332|Req332]], [[#Req338|Req338]], [[#Req381|Req381]], [[#Req382|Req382]], [[#Req383|Req383]], [[#Req386|Req386]], [[#Req387|Req387]], [[#Req388|Req388]], [[#Req390|Req390]], [[#Req401|Req401]], [[#Req402|Req402]], [[#Req411|Req411]], [[#Req421|Req421]], [[#Req430|Req430]], [[#Req432|Req432]], [[#Req434|Req434]], [[#Req443|Req443]], [[#Req460|Req460]], [[#Req483|Req483]], [[#Req513|Req513]], [[#Req520|Req520]], [[#Req531|Req531]], [[#Req546|Req546]], [[#Req547|Req547]], [[#Req548|Req548]], [[#Req550|Req550]], [[#Req556|Req556]], [[#Req558|Req558]], [[#Req559|Req559]], [[#Req560|Req560]], [[#Req564|Req564]], [[#Req566|Req566]], [[#Req570|Req570]], [[#Req585|Req585]], [[#Bloat52|Bloat52]], [[#Bloat106|Bloat106]], [[#Bloat107|Bloat107]], [[#Bloat108|Bloat108]], [[#Bloat118|Bloat118]], [[#Bloat153|Bloat153]], [[#Bloat199|Bloat199]], [[#Bloat268|Bloat268]], [[#Bloat303|Bloat303]], [[#Bloat307|Bloat307]], [[#Bloat311|Bloat311]], [[#Bloat354|Bloat354]], [[#Bloat355|Bloat355]], [[#Bloat358|Bloat358]], [[#Bloat361|Bloat361]], [[#Bloat364|Bloat364]], [[#Bloat368|Bloat368]] и [[#Bloat379|Bloat379]].
|-
|-
|  LANGUAGE ARC   
|  LANGUAGE ARC   
|  The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.
{{bn-en|Нужна более хорошая структура для внутриигровых языков, так как множество простых вариантов наименования невозможны в текущей системе. Не помешало бы добавить базовую грамматику и фонетику. Нужно иметь возможность разными способами изучать бумажные и гравированные записи, книги, поэмы, песни и прочее в разных режимах игры.|The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.}}
| [[#Core97|Core97]], [[#Core98|Core98]], [[#Core99|Core99]] and [[#Core100|Core100]].
| [[#Core97|Core97]], [[#Core98|Core98]], [[#Core99|Core99]] и [[#Core100|Core100]].
|-
|-
| RANDOMIZATION AND RAWS ARC
| RANDOMIZATION AND RAWS ARC
| More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names.  
| {{bn-en|Множество вещей нужно сделать вне raw-файлов, после чего можно добавить возможность рандомизировать вещи, получаемые в игре. Текущие объекты, хранящиеся в raw-файлах (существа, сущности, растения, металлы, горные породы), также должны быть создаваемы случайно. Это подразумевает не только случайное изменение существующих объектов, но и, что более важно, создание совершенно новых. Это должно быть настраиваемым при создании мира, от мира только с объектами из raw до полностью случайного мира. В мирах со случайными объектами игроку нужно представлять их так, чтобы он постепенно стал с ними знаком, включая описания, истории возникновения и т.д., чтобы это не было просто кучей шума с глупыми названиями.|More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names.}}
| [[#Core53|Core53]], [[#Core92|Core92]], [[#Core93|Core93]], [[#Core94|Core94]], [[#Core95|Core95]] and [[#Core96|Core96]].
| [[#Core53|Core53]], [[#Core92|Core92]], [[#Core93|Core93]], [[#Core94|Core94]], [[#Core95|Core95]] и [[#Core96|Core96]].
|}
|}


==Long-Term Arcs==   
==Долговременные арки==   
      
      
{| class="wikitable" valign="top"
{| class="wikitable" valign="top"
Строка 123: Строка 125:
|-
|-
| HIGH LEVEL PLOTS AND DIPLOMACY
| 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.  
| {{bn-en|Различные интриги и интересные конфликты (необязательно с применением силы) между сущностями и отдельными существами. Существа должны действовать согласно своим нуждам и нуждам сущности, которой они принадлежат (в зависимости от привязанности к сущности). Приключенцы и крепости игрока также должны попадать под влияние ИИ. Сейчас в это частично реализовано (квесты выдаются в зависимости от окружения и связей с сущностями), но нужно, чтобы этот эффект был везде. Так как армии и вторжения будут сделаны до этой арки, к тому времени уже будет ИИ, которым можно будет дорабатывать.|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. }}
| [[#Core30|Core30]], [[#Core33|Core33]], [[#Req131|Req131]], [[#PowerGoal 18|PowerGoal18]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 57|PowerGoal57]], [[#PowerGoal 65|PowerGoal65]], [[#PowerGoal 95|PowerGoal95]] and [[#PowerGoal 124|PowerGoal124]].
| [[#Core30|Core30]], [[#Core33|Core33]], [[#Req131|Req131]], [[#PowerGoal 18|PowerGoal18]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 57|PowerGoal57]], [[#PowerGoal 65|PowerGoal65]], [[#PowerGoal 95|PowerGoal95]] и [[#PowerGoal 124|PowerGoal124]].
|-   
|-   
| LATE GAME  
| 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.
| {{bn-en|После того, как приключенец сможет убивать наиболее опасных существ, мир становится скучным. Можно приготовить игру к этому и сделать этакий гибрид сказки, Беовульфа и Роберта Говарда с человеческими цивилизациями и редкими монстрами, чтобы игра продолжала быть интересной. Это и так сейчас происходит естественным путём, но нужно изменить диалоги и реакции людей, чтобы они соответствовали этим изменениям.|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.}}
| [[#Bloat149|Bloat149]].
| [[#Bloat149|Bloat149]].
|-
|-
| EARLY GAME  
| EARLY GAME  
| The Age of Myth in world generation should be playable.
| {{bn-en|Эпоху Мифов в генерации мира нужно сделать играбельной.|The Age of Myth in world generation should be playable.}}
| [[#Bloat148|Bloat148]].
| [[#Bloat148|Bloat148]].
|-
|-
| HUMAN TOWN  
| 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.
| {{bn-en|Нужно дать игроку возможность управлять человеческими городами так же, как сейчас дварфийскими крепостями, с соответствующими изменениями.|You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting.}}
|[[#Req469|Req469]] and [[#Bloat146|Bloat146]].
|[[#Req469|Req469]] и [[#Bloat146|Bloat146]].
|-
|-
| GOBLIN/KOBOLD/CAVER  
| 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.
| {{bn-en|Очевидное развитие мысли — возможность играть за злых существ, которые могут устраивать рейды на окружающий дружелюбный радостный мир.|Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties.}}
|  
|  
|-
|-
Строка 156: Строка 158:
| MAGIC  
| MAGIC  
| 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.   
| 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.   
| [[#Bloat134|Bloat134]], [[#PowerGoal 58|PowerGoal58]], [[#PowerGoal 68|PowerGoal68]], [[#PowerGoal 84|PowerGoal84]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 97|PowerGoal97]], [[#PowerGoal 108|PowerGoal108]], [[#PowerGoal 122|PowerGoal122]] and [[#PowerGoal 128|PowerGoal128]].
| [[#Bloat134|Bloat134]], [[#PowerGoal 58|PowerGoal58]], [[#PowerGoal 68|PowerGoal68]], [[#PowerGoal 84|PowerGoal84]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 97|PowerGoal97]], [[#PowerGoal 108|PowerGoal108]], [[#PowerGoal 122|PowerGoal122]] и [[#PowerGoal 128|PowerGoal128]].
|-
|-
| CONTROL A WIZARD ENTITY  
| 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.   
| 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.   
| [[#Bloat134|Bloat134]], [[#Bloat147|Bloat147]], [[#PowerGoal 58|PowerGoal58]] and [[#PowerGoal 60|PowerGoal60]].
| [[#Bloat134|Bloat134]], [[#Bloat147|Bloat147]], [[#PowerGoal 58|PowerGoal58]] и [[#PowerGoal 60|PowerGoal60]].
|-
|-
| DEITY  
| 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.   
| 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.   
|[[#Bloat344|Bloat344]], [[#Bloat376|Bloat376]], [[#Bloat377|Bloat377]], [[#Bloat382|Bloat382]], [[#PowerGoal 64|PowerGoal64]], [[#PowerGoal 75|PowerGoal75]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 86|PowerGoal86]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 105|PowerGoal105]], [[#PowerGoal 109|PowerGoal109]], [[#PowerGoal 113|PowerGoal113]], [[#PowerGoal 118|PowerGoal118]], [[#PowerGoal 122|PowerGoal122]], [[#PowerGoal 125|PowerGoal125]], [[#PowerGoal 135|PowerGoal135]], [[#PowerGoal 139|PowerGoal139]], [[#PowerGoal 141|PowerGoal141]] and [[#PowerGoal 146|PowerGoal146]].
|[[#Bloat344|Bloat344]], [[#Bloat376|Bloat376]], [[#Bloat377|Bloat377]], [[#Bloat382|Bloat382]], [[#PowerGoal 64|PowerGoal64]], [[#PowerGoal 75|PowerGoal75]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 86|PowerGoal86]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 105|PowerGoal105]], [[#PowerGoal 109|PowerGoal109]], [[#PowerGoal 113|PowerGoal113]], [[#PowerGoal 118|PowerGoal118]], [[#PowerGoal 122|PowerGoal122]], [[#PowerGoal 125|PowerGoal125]], [[#PowerGoal 135|PowerGoal135]], [[#PowerGoal 139|PowerGoal139]], [[#PowerGoal 141|PowerGoal141]] и [[#PowerGoal 146|PowerGoal146]].
|-
|-
| WORLD GENERATION PARAMETERS  
| 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.   
| 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.   
| [[#Bloat150|Bloat150]], [[#Bloat217|Bloat217]] and [[#PowerGoal 125|PowerGoal125]].
| [[#Bloat150|Bloat150]], [[#Bloat217|Bloat217]] и [[#PowerGoal 125|PowerGoal125]].
|-
|-
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS  
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS  
Строка 190: Строка 192:
Building blocks for some of the arcs
Building blocks for some of the arcs


=Core items=
=Core элементы=
 
{| class="wikitable" valign="top"
{| class="wikitable" valign="top"
|- style="background:#EFEFEF"
|- style="background:#EFEFEF"
! style="width:10%"| Core-item
! style="width:10%"| Номер
! style="width:15%"| Name
! style="width:15%"| Название
! style="width:10%"| Status
! style="width:10%"| Статус
! style="width:50%"| Description
! style="width:50%"| Описание
! style="width:15%"| Requirements
! style="width:15%"| Требования
|-
|-
| <div id="Core1">Core1</div>
|<div id="Core1">Core1</div>
| WRESTLING
|WRESTLING
| Completed
|'''Завершено'''
| Introduce close combat with various manuevers.
|{{bn-en|Ввести ближний бой с разнообразными маневрами.|Introduce close combat with various manuevers.}}
|  
|
|-
|-
| <div id="Core2">Core2</div>
|<div id="Core2">Core2</div>
| ADVENTURER EATING AND DRINKING
|ADVENTURER EATING AND DRINKING
| Completed
|'''Завершено'''
| Start the adventurer with food and allow them to eat and drink.
|{{bn-en|Приключенцы начинают игру с едой и могут есть и пить.|Start the adventurer with food and allow them to eat and drink.|}}
|  
|
|-
|-
| <div id="Core3">Core3</div>
|<div id="Core3">Core3</div>
| CARAVANS
|CARAVANS
| (Future)
|(В будущем)
| 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.
|{{bn-en|Отслеживание ресурсов и инфраструктуры режима приключения для создания групп торговцев, которые ходят между городами. Убедиться, что текущий режим игры в режиме крепости не пострадает, хотя караваны больше не будут "генерироваться", когда это необходимо. Связано с передачей знаний между [[Entity_token|сущностями]], если к тому времени это будет сделано. Торговля, осуществляемая караванами, будет взаимодействовать с системой отслеживания ресурсов и, таким образом, будет немедленно доступна приключенцам. Это включает в себя предметы, проданные вашей крепостью дварфов, хотя, возможно, они могут быть немного абстрагированы, если их слишком много.|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.}}
| [[#Core38|Core38]]
| [[#Core38|Core38]]
|-
|-
| <div id="Core4">Core4</div>
|<div id="Core4">Core4</div>
| GROUND INTERACTIONS
|GROUND INTERACTIONS
| Completed
|'''Завершено'''
| Introduce adventurer interacting with the environment.
|{{bn-en|Позволить приключенцам взаимодействовать с окружающей средой.|Introduce adventurer interacting with the environment.}}
|  
|
|-
|-
| <div id="Core5">Core5</div>
|<div id="Core5">Core5</div>
| ADVENTURER TRAVEL
|ADVENTURER TRAVEL
| Completed
|'''Завершено'''
| Allow the adventurer and companions to travel between sites on the world map.
|{{bn-en|Позволить приключенцам и компаньонам путешествовать по миру.|Allow the adventurer and companions to travel between sites on the world map.}}
|  
|
|-
|-
| <div id="Core6">Core6</div>
|<div id="Core6">Core6</div>
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
|BASIC ADVENTURER ENVIRONMENTAL EFFECTS
| Completed
|'''Завершено'''
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
|{{bn-en|Такие вещи, как дождь, снег, температура, дневной свет. Пока что эффектов температуры или локального освещения нет.|Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.}}
|  
|
|-
|-
| <div id="Core7">Core7</div>
|<div id="Core7">Core7</div>
| CONVERSATIONS
|CONVERSATIONS
| Completed
|'''Завершено'''
| Add the ability to talk to other creatures in adventure mode.
|{{bn-en|Добавить возможность разговаривать с другими существами в режиме приключения.|Add the ability to talk to other creatures in adventure mode.}}
|  
|
|-
|-
| <div id="Core8">Core8</div>
|<div id="Core8">Core8</div>
| ADVENTURER SHOPS
|ADVENTURER SHOPS
| Completed
|'''Завершено'''
| Basic buying and selling of objects in adventure mode.
|{{bn-en|Базовая покупка и продажа предметов в режиме приключения.|Basic buying and selling of objects in adventure mode.}}
|  
|
|-
|-
| <div id="Core9">Core9</div>
|<div id="Core9">Core9</div>
| TOWNS
|TOWNS
| Completed
|'''Завершено'''
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
|{{bn-en|Добавить базовые карты городов в режим приключения, использовать координату Z для поселений и историй.|Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.}}
|  
|
|-
|-
| <div id="Core10">Core10</div>
|<div id="Core10">Core10</div>
| OO CODE UPDATE
|OO CODE UPDATE
| Completed
|'''Завершено'''
| Update all of the major code objects to C++.
|{{bn-en|Обновить все основные области кода до C++.|Update all of the major code objects to C++.}}
|  
|
|-
|-
| <div id="Core11">Core11</div>
|<div id="Core11">Core11</div>
| ENEMY PETS
|ENEMY PETS
| (Future)
|(В будущем)
| 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.
|{{bn-en|Можно выдавать лидерам животных в зависимости от их личных симпатий, расы, описания [[Entity_token|сущности]] и местных доступных популяций дикой природы. Эти животные могут иметь имена и профили, как обычные существа. Можно взять часть поведения с дварфов, имеющих питомцев.|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.}}
|  
|
|-
|-
| <div id="Core12">Core12</div>
|<div id="Core12">Core12</div>
| END GAME
|END GAME
| Completed
|'''Завершено'''
| Handled dwarf mode end game.
|{{bn-en|Обработать конец игры в режиме крепости.|Handled dwarf mode end game.}}
|  
|
|-
|-
| <div id="Core13">Core13</div>
|<div id="Core13">Core13</div>
| BEAST ATTACKS
|BEAST ATTACKS
| Completed
|'''Завершено'''
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
|{{bn-en|Большие чудовища в пещерах, нападающие на крепость в режиме крепости.|Have the larger beasts that live in the caves attack your fortress during dwarf mode.}}
|  
|
|-
|-
| <div id="Core14">Core14</div>
|<div id="Core14">Core14</div>
| FIRE
|FIRE
| Completed
|'''Завершено'''
| 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.
|{{bn-en|Предметы могут загораться. Огонь распространяется. Деревья снаружи могут загореться. Существа загораются, когда это уместно. Предметы повреждаются. Очень горячие металлические предметы могут плавиться, и они могут плавиться над персонажами, несущими их, используя ту же систему "загрязнений", которая в настоящее время обрабатывает инъекции яда.|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.}}
|  
|
|-
|-
| <div id="Core15">Core15</div>
|<div id="Core15">Core15</div>
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
|PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
| (Future)
|(В будущем)
| Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
|{{bn-en|Вражеский лидер играет важную роль в создании истории конфликтов, поэтому можно позволить представлять лидеров таким образом, чтобы вы, как игрок, могли узнать что-то об их прошлом, мотивации и внешности, не копаясь в экране легенд. Для этого может быть множество механизмов. Дипломаты и другие, которые посещают вашу крепость, могут позволить себе такое же обращение, а также люди, с которыми вы разговариваете и о которых в режиме приключений и т. д.|Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.}}
|  
|
|-
|-
| <div id="Core16">Core16</div>
|<div id="Core16">Core16</div>
| END GAME 2
|END GAME 2
| Completed
|'''Завершено'''
| Additional dwarf mode end game.
|{{bn-en|Дополнение к концу игры режима крепости.|Additional dwarf mode end game.}}
|  
|
|-
|-
| <div id="Core17">Core17</div>
|<div id="Core17">Core17</div>
| LEGENDS
|LEGENDS
| Completed
|'''Завершено'''
| Introduce the legends screen, historical events and historical figures.
|{{bn-en|Ввести отображение легенд, исторические события и фигуры.|Introduce the legends screen, historical events and historical figures.}}
|  
|
|-
|-
| <div id="Core18">Core18</div>
|<div id="Core18">Core18</div>
| INTERFACE KEYS
|INTERFACE KEYS
| Completed
|'''Завершено'''
| Put the interface keys in editable files.
|{{bn-en|Поместить кнопки интерфейса в редактируемые файлы.|Put the interface keys in editable files.}}
|  
|
|-
|-
| <div id="Core19">Core19</div>
|<div id="Core19">Core19</div>
| TUTORIALS
|TUTORIALS
| (Future)
|(В будущем)
| 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.
|{{bn-en|Создать файлы-учебники, которые можно было бы загрузить отдельно и которые содержали бы текстовые инструкции и небольшие обучающие задания, позволяющие быстрее обучиться играть.|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.}}
|  
|
|-
|-
| <div id="Core20">Core20</div>
|<div id="Core20">Core20</div>
| TITLE MOVIES
|TITLE MOVIES
| Completed
|'''Завершено'''
| Do the intro movies with sound.
|{{bn-en|Сделать вступительный ролик со звуком.|Do the intro movies with sound.}}
|  
|
|-
|-
| <div id="Core21">Core21</div>
|<div id="Core21">Core21</div>
| SOUND
|SOUND
| (Future)
|(В будущем)
| 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.
|{{bn-en|Сделать всю музыку/звуки опциональной, по группам. Больше музыки, возможно, зависящей от сезона или событий (например, обнаружение первого кобольда в пещере и т.д.). Звуки для боя, окружающей среды, интерфейса.|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.}}
|  
|
|-
|-
| <div id="Core22">Core22</div>
|<div id="Core22">Core22</div>
| ADVISORS
|ADVISORS
| (Future)
|(В будущем)
| 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.
|{{bn-en|Что-то вроде абстрактного советника, либо реально живущие дварфы, которые могли бы оценить текущее состояние крепости и дать советы, чтобы помочь крепости выживать и развиваться.|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.}}
|  
|
|-
|-
| <div id="Core23">Core23</div>
|<div id="Core23">Core23</div>
| THE MANUAL
|THE MANUAL
| Completed
|'''Завершено'''
| Do all of the sections of a basic manual to be viewed in-game.
|{{bn-en|Сделать все части базового руководства доступными для просмотра из игры.|Do all of the sections of a basic manual to be viewed in-game.}}
|  
|
|-
|-
| <div id="Core24">Core24</div>
|<div id="Core24">Core24</div>
| ADVENTURER PARTIES
|ADVENTURER PARTIES
| (Future)
|(В будущем)
| 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.
|{{bn-en|Создавать, скажем, 6 персонажей одновременно. Они будут контролироваться как дварфийские рейдовые партии. Возможно, будут создаваться исторические связи для объяснения, почему они вместе. Группе можно выдавать имя, как дварфийским отрядам, и NPC можно пригласить, как в обычном режиме приключения, присоединиться к группе.|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.}}
| [[#Core61|Core61]]
| [[#Core61|Core61]]
|-
|-
| <div id="Core25">Core25</div>
|<div id="Core25">Core25</div>
| PLOT CLEANUP
|PLOT CLEANUP
| Completed
|'''Завершено'''
| 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.
|{{bn-en|Режим крепости использовал некоторые фиксированные сюжетные события, такие как атака армии нежити и так далее. Они были вырезаны, но требуется подчистить связанный с этим код. После этого игра будет готова для армий.|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.}}
|  
|
|-
|-
| <div id="Core26">Core26</div>
|<div id="Core26">Core26</div>
| OVERLAND ARMIES ATTACKS
|OVERLAND ARMIES ATTACKS
| (Future)
|(В будущем)
| 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).
|{{bn-en|Вторжения различных существ больше не должны генерировать солдат, а должны использовать сухопутные армии. Должны быть некоторые ограничения AI, чтобы крепость на ранних этапах не подавляли огромными армиями (по крайней мере, по умолчанию).|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).}}
| [[#Core25|Core25]], [[#Core45|Core45]]
| [[#Core25|Core25]], [[#Core45|Core45]]
|-
|-
| <div id="Core27">Core27</div>
|<div id="Core27">Core27</div>
| ARMIES OF DWARVES
|ARMIES OF DWARVES
| (Future)
|(В будущем)
| 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.
|{{bn-en|Вы должны иметь возможность отправлять патрули (и, когда вы наберёте достаточно дварфов, армии) по карте мира. Они могут атаковать меньшие близлежащие угрозы, такие как пещеры кобольдов, или сообщить вам о входящих вторжениях.|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.}}
| [[#Core26|Core26]]
| [[#Core26|Core26]]
|-
|-
| <div id="Core28">Core28</div>
|<div id="Core28">Core28</div>
| CONTROL OF TERRITORY AND EXTERNAL LOCATIONS
|CONTROL OF TERRITORY AND EXTERNAL LOCATIONS
| (Future)
|(В будущем)
| As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.
|{{bn-en|По мере того как ваша крепость расширяется в баронство, графство и герцогство, эти слова должны обрести смысл в отношении окружающих земель. Дополнительные аванпосты / деревни / рабочие лагеря могут быть основаны под вашим контролем, но вне игрового поля, обеспечивая местную торговлю и дополнительный пул населения для войны и других начинаний. Область действия не определена, но это может включать типичные горные аванпосты, дварфьи/человеческие/смешанные деревни поблизости в других биомах или более глубокие места, которые вы нашли в созданных туннелях.|As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.}}
| [[#Core29|Core29]], [[#Bloat172|Bloat172]]
| [[#Core29|Core29]], [[#Bloat172|Bloat172]]
|-
|-
| <div id="Core29">Core29</div>
|<div id="Core29">Core29</div>
| EXTERNAL CONSTRUCTIONS
|EXTERNAL CONSTRUCTIONS
| (Future)
|(В будущем)
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).
|{{bn-en|Дороги, мосты, стены и туннели на карте мира не должны создаваться только во время генерации мира. Вы должны иметь возможность отправлять дварфов и материалы для выполнения этих задач (хотя количество материала, используемого в типичной созданной во время генерации мира дороге, фактически запретило бы делать это в настоящее время, поэтому что-то нужно будет изменить).|World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).}}
| [[#Core28|Core28]]
| [[#Core28|Core28]]
|-
|-
| <div id="Core30">Core30</div>
|<div id="Core30">Core30</div>
| KINGDOM
|KINGDOM
| (Future)
|(В будущем)
| If you manage to get the monarch of the dwarves to arrive, 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.
|{{bn-en|Если вам удастся получить монарха, вы должны получить по крайней мере косвенный контроль над всей соответствующей дварфийской цивилизацией. Это включает в себя перемещение всех армий дварфов по карте и способность принимать самые важные дипломатические решения.|If you manage to get the monarch of the dwarves to arrive, 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.}}
| [[#Core28|Core28]]
| [[#Core28|Core28]]
|-
|-
| <div id="Core31">Core31</div>
|<div id="Core31">Core31</div>
| MAPS FOR SITES
|MAPS FOR SITES
| Completed
|'''Завершено'''
| Caves and goblin fortress maps.
|{{bn-en|Карты для пещер и крепостей гоблинов.|Caves and goblin fortress maps.}}
|  
|
|-
|-
| <div id="Core32">Core32</div>
|<div id="Core32">Core32</div>
| STARTING QUESTS
|STARTING QUESTS
| Completed
|'''Завершено'''
| Set up asking about surroundings, basic quests and town defense.
|{{bn-en|Возможность спрашивать про окружение, простые квесты и защиту города.|Set up asking about surroundings, basic quests and town defense.}}
|  
|
|-
|-
| <div id="Core33">Core33</div>
|<div id="Core33">Core33</div>
| SERVING YOUR MONARCH
|SERVING YOUR MONARCH
| (Future)
|(В будущем)
| Once you have an outside village (or even before), you could receive orders from the dwarven leader 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.
|{{bn-en|Как только у вас есть внешняя деревня (или даже раньше), вы можете получить приказ от лидера дварфов отдать часть населения в качестве войск. Если солдат является одним из обитателей вашей крепости, вы можете контролировать их в любых будущих армейских боях позже в этой игре, или вы можете контролировать весь отряд, если больше ваших солдат были призваны.|Once you have an outside village (or even before), you could receive orders from the dwarven leader 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.}}
|  
|
|-
|-
| <div id="Core34">Core34</div>
|<div id="Core34">Core34</div>
| ABANDONMENT
|ABANDONMENT
| Completed
|'''Завершено'''
| Preserved dwarves when you abandon a game in an 'army' for later use.
|{{bn-en|После покидания крепости дварфы сохраняются в «армию» для дальнейшего использования.|Preserved dwarves when you abandon a game in an 'army' for later use.}}
|  
|
|-
|-
| <div id="Core35">Core35</div>
|<div id="Core35">Core35</div>
| DWARF RAIDS
|DWARF RAIDS
| (Future)
|(В будущем)
| 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.
|{{bn-en|Если вы посылаете один из ваших патрулей атаковать участок, и он достаточно мал, вы должны иметь возможность управлять блоками индивидуально, как в режиме приключений. Если ваша группа большая, то вы можете либо управлять одним отрядом как партией, а остальные оставить ИИ, либо вы можете позволить всему этому работать как в режиме крепости.|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.}}
| [[#Core27|Core27]]
| [[#Core27|Core27]]
|-
|-
| <div id="Core36">Core36</div>
|<div id="Core36">Core36</div>
| BURROWS
|BURROWS
| (Future)
|(В будущем)
| 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.
|{{bn-en|Дать возможность связывать здания и дварфов с областями, называемыми норами. Дварф может работать только в своей норе и не мог передвигаться между норами, если только ему не было сказано это делать. Шахтеры, внешние рабочие, граверы и так далее будут освобождены от выполнения этих работ. У нор могут быть общие цели для количества объектов, таких как бункеры, которые им нужны, и вы можете заказать переводы между норами с менеджером. Заказы на работу менеджера могут указывать норы. Как только ваша крепость большая, наличие такой системы для уменьшения количества работ по переноске очень важно. В сочетании с некоторыми другими идеями, большие крепости должны стать легче управляемы.|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.}}
|  
|
|-
|-
| <div id="Core37">Core37</div>
|<div id="Core37">Core37</div>
| RETIREMENT
|RETIREMENT
| Completed
|'''Завершено'''
| Add the ability to retire (or rest) your adventurer in any town.
|{{bn-en|Добавить возможность уйти в отставку (или на отдых) вашему приключенцу в любом городе.|Add the ability to retire (or rest) your adventurer in any town.}}
|  
|
|-
|-
| <div id="Core38">Core38</div>
|<div id="Core38">Core38</div>
| SITE RESOURCES
|SITE RESOURCES
| (Future)
|(В будущем)
| 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. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. 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.
|{{bn-en|Объекты необходимо отслеживать в абстрактной форме, чтобы можно было использовать их без загрузки файлов сайта. Рабочие разных профессий, работающие в городе, должны иметь возможность производить и использовать ресурсы на основе этих запасов и местных картографических свойств. Любые изменения могут быть применены к существующим файлам города ретроактивно при их загрузке. Магазины должны пополнять свои запасы. Объекты должны быть разделены на основе того, кому они принадлежат, так как в одном и том же месте может быть несколько [[Entity_token|сущностей]].|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. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. 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.}}
|  
|
|-
|-
| <div id="Core39">Core39</div>
|<div id="Core39">Core39</div>
| END GAME 3
|END GAME 3
| Completed
|'''Завершено'''
| Additional handling of dwarf mode end game.
|{{bn-en|Дополнение для конце игры режима крепости.|Additional handling of dwarf mode end game.}}
|  
|
|-
|-
| <div id="Core40">Core40</div>
|<div id="Core40">Core40</div>
| MONSTERS
|MONSTERS
| (Future)
|(В будущем)
| 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.
|{{bn-en|Нападения драконов должны быть более правильными. Их полеты должны приносить больше пользы. Должно быть возможным хватать и бросать людей. Также было бы хорошо вернуть волшебников и армии нежити из старого фиксированного сюжета обратно в микс. Было время, когда мертвые дварфы и домашние животные внезапно поднимались в вашей крепости из-за сюжетного события. Возможно, этого придется ждать, пока не будет магии.|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.}}
|  
|
|-
|-
| <div id="Core41">Core41</div>
|<div id="Core41">Core41</div>  
| TOWN, HOME AND SCHEDULES
|TOWN, HOME AND SCHEDULES
| Completed
|'''Завершено'''
| 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.
|{{bn-en|Люди в городах должны иметь семьи, и они должны жить вместе. Люди должны иметь примерное представление о том, где они должны быть в течение дня. Крестьяне должны есть и спать, но пока они хорошо обеспечены. Много вооруженных людей в городе должны быть охранниками, которые не присоединятся к вам.|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.}}
|  
|
|-
|-
| <div id="Core42">Core42</div>
|<div id="Core42">Core42</div>
| TOWN, ITEMS
|TOWN, ITEMS
| (Future)
|(В будущем)
| 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.
|{{bn-en|Основные предметы по всему городу, включая различия между домами различных людей. Ключи. Одежда, наряды, униформа и символы. Мастерские и т.д. в городах, связанных с профессиями, торговлей и ресурсами.|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.}}
|  
|
|-
|-
| <div id="Core43">Core43</div>
|<div id="Core43">Core43</div>
| TOWN, IMPORTANT LOCATIONS
|TOWN, IMPORTANT LOCATIONS
| (Future)
|(В будущем)
| 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.
|{{bn-en|Заставить важных персон находиться в соответствующих локациях. Сделать замки в столицах более интересными. Добавить интересные украшения. Добавить немного культуры в медовый зал, где останавливаются мэр и пьяницы.|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.}}
| [[#Core42|Core42]]
| [[#Core42|Core42]]
|-
|-
| <div id="Core44">Core44</div>
|<div id="Core44">Core44</div>
| OVERLAND TOWN MIGRANTS
|OVERLAND TOWN MIGRANTS
| Completed
|'''Завершено'''
| 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.
|{{bn-en|Если города опустеют (возможно, из-за приключенца), мигранты могут появляться на краях карты или на морских побережьях из морей, прилегающих к краям карты. Эти группы могут входить в города и объединяться с существующими городами. Вы можете встретить эти группы в режиме adventure.|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.}}
|  
|
|-
|-
| <div id="Core45">Core45</div>
|<div id="Core45">Core45</div>
| CIVILIZATIONS AT WAR
|CIVILIZATIONS AT WAR
| (Future)
|(В будущем)
| 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.
|{{bn-en|Цивилизации (например, гоблины или экспансионистские люди) должны иметь возможность объявлять войну друг другу и создавать армии. Они могут посылать гонцов в отдаленные города или собирать солдат, маршируя из города в город к месту назначения.|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.}}
| [[#Core44|Core44]]
| [[#Core44|Core44]]
|-
|-
| <div id="Core46">Core46</div>
|<div id="Core46">Core46</div>
| ARMY BATTLES
|ARMY BATTLES
| (Future)
|(В будущем)
| 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.
|{{bn-en|Вражеские армии, которые встречаются друг с другом, должны иметь возможность сражаться и нести потери. Армии должны иметь возможность атаковать города, брать в плен исторических деятелей и со временем менять города на новые. Не включает в себя длительные осады, тактику или стратегию — только основы. Приключенец на месте армейского сражения может наблюдать за ним.|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.}}
| [[#Core45|Core45]]
| [[#Core45|Core45]]
|-
|-
| <div id="Core47">Core47</div>
|<div id="Core47">Core47</div>
| CLEANING HISTORY
|CLEANING HISTORY
| Completed
|'''Завершено'''
| Unimportant dead historical figures should be abstracted away to save space.
|{{bn-en|Незначительные мертвые исторические фигуры должны быть абстрагированы, чтобы сэкономить место.|Unimportant dead historical figures should be abstracted away to save space.}}
|  
|
|-
|-
| <div id="Core48">Core48</div>
|<div id="Core48">Core48</div>
| SEAMLESS MAP
|SEAMLESS MAP
| Completed
|'''Завершено'''
| 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.
|{{bn-en|Перемещаясь по миру в режиме приключений, вам больше не нужно доходить до края экрана местности, чтобы перейти в другую область. Это должно поддерживать и текущие [[Site|места]].|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.}}
|  
|
|-
|-
| <div id="Core49">Core49</div>
|<div id="Core49">Core49</div>
| FULL Z AXIS
|FULL Z AXIS
| Completed
|'''Завершено'''
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
|{{bn-en|Ось Z должна поддерживаться в режиме крепости и режиме приключения.|The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.}}
|  
|
|-
|-
| <div id="Core50">Core50</div>
|<div id="Core50">Core50</div>
| TILESET SUPPORT
|TILESET SUPPORT
| (Future)
|(В будущем)
| Allow graphical tiles to be used for all game objects.
|{{bn-en|Разрешить использование графических тайлсетов для всех игровых объектов.|Allow graphical tiles to be used for all game objects.}}
|  
|
|-
|-
| <div id="Core51">Core51</div>
|<div id="Core51">Core51</div>
| SIZEABLE GAME WINDOW
|SIZEABLE GAME WINDOW
| (Future)
|(В будущем)
| Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
|{{bn-en|Разрешить изменение размера игровых окон и, возможно, поддержку шрифтов переменной ширины для отображения большего количества текста.|Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.}}
|  
|
|-
|-
| <div id="Core52">Core52</div>
|<div id="Core52">Core52</div>
| INTERFACE OVERHAUL
|INTERFACE OVERHAUL
| (Future)
|(В будущем)
| A coherent interface, additional options and mouse support.
|{{bn-en|Понятный интерфейс, дополнительные опции и поддержка мыши.|A coherent interface, additional options and mouse support.}}
|  
|
|-
|-
| <div id="Core53">Core53</div>
|<div id="Core53">Core53</div>
| MORE RAW FILES
|MORE RAW FILES
| (Future)
|(В будущем)
| 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.
|{{bn-en|Все должно быть перемещено из кода в папки с raw, насколько это позволит процессор. Должна быть обобщенная основа для таких вещей, как материалы и продукты, связанные с растениями и животными. Это получится не со всеми типами зданий, но мастерские и печи, безусловно, являются хорошими кандидатами.|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.}}
|  
|
|-
|-
| <div id="Core54">Core54</div>
|<div id="Core54">Core54</div>
| TRANSLATION SUPPORT
|TRANSLATION SUPPORT
| (Future)
|(В будущем)
| 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.
|{{bn-en|Объявления и другой текст интерфейса должны быть размещены в редактируемом формате для поддержки любых потенциальных переводчиков, хотя текущие реализации шрифтов ограничивают этот процесс на данный момент, если будут задействованы символы, отличные от ASCII.|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.}}
|  
|
|-
|-
| <div id="Core55">Core55</div>
|<div id="Core55">Core55</div>
| LIGHTING
|LIGHTING
| (Future)
|(В будущем)
| 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).
|{{bn-en|По сути, это старое задание из разработки, теперь усовершенствованное: теперь важно, чтобы были правильное освещение, поле зрения, светильники и т.д. Самая важная часть — сделать зависимость поля зрения от освещения, а не от того, где вы стоите, и добавить средства для освещения (факелы, свечи и т.д.). Связано с Req96|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.}}
| [[#Req96|Req96]]
|
|-
|-
| <div id="Core56">Core56</div>
|<div id="Core56">Core56</div>
| IMPROVED FORTRESS TRANSPORTATION
|IMPROVED FORTRESS TRANSPORTATION
| (Future)
|(В будущем)
| 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.
|{{bn-en|Хотя здесь всегда будет место для улучшения, некоторые основы необходимы в первой версии. Работа животных, повозки или тачки, возможно, некоторые более механические варианты, а также возможность организовать склады, мастерские и другие элементы крепости, чтобы переноска предметов стала менее болезненной.|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.}}
|  
|
|-
|-
| <div id="Core57">Core57</div>
|<div id="Core57">Core57</div>
| IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING
|IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING
| (Future)
|(В будущем)
| 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.
|{{bn-en|Как и в случае с транспортом, сама цель открыта для бесконечного развития, но определенные базовые цели должны быть достигнуты для v1. Возможность более легко использовать конкретные материалы, приоритеты работы, лучшее автоматическое создание рабочих мест с помощью триггеров менеджера и т. д. и все остальное, что считается необходимым.|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.}}
|  
|
|-
|-
| <div id="Core58">Core58</div>
|<div id="Core58">Core58</div>
| DOCUMENTATION
|DOCUMENTATION
| (Future)
|(В будущем)
| 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.
|{{bn-en|Внутриигровая документация ужасна — не как страшный волк времен плейстоцена, но скорее как "ужасный экономический прогноз". Любые ручные улучшения, контекстная справка с помощью мыши или внутриигровая энциклопедия могут сделать игру более доступной, так же как и учебники и расширенные параметры графики.|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.}}
|  
|
|-
|-
| <div id="Core59">Core59</div>
|<div id="Core59">Core59</div>
| LOVE AND ROMANCE
|LOVE AND ROMANCE
| (Future)
|(В будущем)
| 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.
|{{bn-en|Хотя некоторые из диалогов, вероятно, будут провальными, особенно в сочетании со генератором случайных стихов (да, это угроза), любовь всех видов очень важна для вождения историй и ситуаций и должна быть введена в генерацию мира, в мир во время игры, режим крепости и режим приключений.|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.}}
|  
|
|-
|-
| <div id="Core60">Core60</div>
|<div id="Core60">Core60</div>
| HEIRS
|HEIRS
| (Future)
|(В будущем)
| 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.
|{{bn-en|Иметь играбельных наследников в режиме приключений было бы весело. Дварфы также должны делать немного больше для своих детей, чем иногда бегать, чтобы забрать их, когда они ползут к вентиляционному отверстию магмы в младенчестве, и понятие семьи в целом может иметь большее влияние на игру.|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.}}
|  
|
|-
|-
| <div id="Core61">Core61</div>
|<div id="Core61">Core61</div>
| ADVENTURER ENTITIES
|ADVENTURER ENTITIES
| (Future)
|(В будущем)
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.
|{{bn-en|Ваша группа в режиме приключения должна заслуживать статус [[Entity_token|сущности]], так как это, возможно, одна из самых важных групп в истории. Это позволить использовать механики взаимодействия сущностей с другими сущностями и с отдельными существами и позволит занять своё место в мире, когда изменения, касающиеся сущностей, позволят делегировать поручения подчинённым и так далее. Группа может сохраняться при смене приключенцев и игры.|Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.}}
| [[#Core24|Core24]]
| [[#Core24|Core24]]
|-
|-
| <div id="Core62">Core62</div>
|<div id="Core62">Core62</div>
| FURTHER DIPLOMACY
|FURTHER DIPLOMACY
| (Future)
|(В будущем)
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.
|{{bn-en|В дипломатию в режиме крепости можно внести много изменений. Помимо торговых соглашений, которые более интересны, интересны для поддержания и связаны с состоянием мира, могут быть установлены всевозможные отношения как с соседними цивилизациями, так и с родительской цивилизацией. Хотя мы оставим довольно много работы для более поздних версий, система должна быть удовлетворительной для версии 1, поскольку она должна сочетаться с караванами, войнами, данью и конфликтами наследования, описанными в других элементах v1 dev.|Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.}}
|  
|
|-
|-
| <div id="Core63">Core63</div>
|<div id="Core63">Core63</div>
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
|SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
| (Future)
|(В будущем)
| First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
|{{bn-en|Прежде всего, преемственность на должности должна происходить в игре, чтобы мертвые посредники заменялись, как и мертвые монархи. Тогда процесс должен быть более беспорядочным. Войны из-за престолонаследия, расколы из-за религиозных разногласий и т. д., начиная с world gen и до обычной игры. В режиме крепости вы можете быть вовлечены в ту или иную сторону, прямо или косвенно, полагаясь на более вовлеченную дипломатию и армейский код, чем у нас в настоящее время и режим приключений также может получить много от таких конфликтов.|First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.}}
|  
|
|-
|-
| <div id="Core64">Core64</div>
|<div id="Core64">Core64</div>
| INDIVIDUAL AFFILIATIONS
|INDIVIDUAL AFFILIATIONS
| (Future)
|(В будущем)
| People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
|{{bn-en|Люди в городах должны быть более разными, и у всех них должны быть цели, с которыми игрок может им помочь. Они могут быть основаны на симпатиях и антипатиях, отношениях с другими людьми в городе или за его пределами и т. д. и хотя они начнутся во время генерации мира, крайне важно, чтобы формировались также новые цели во время жизни. Индивидуальные цели жизненно важны, чтобы ИИ был не апатичным из-за однородности мира, а чтобы существовало давление со стороны разных [[Entity_token|сущностей]], обеспечивающее сложное поведение. Это обеспечит полезный материал для приключенческого режима (возможно, большую его часть), и любые изменения могут быть добавлены в режим крепости.|People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.}}
|  
|
|-
|-
| <div id="Core65">Core65</div>
|<div id="Core65">Core65</div>
| ADVENTURER SITE AFFILIATIONS
|ADVENTURER SITE AFFILIATIONS
| (Future)
|(В будущем)
| When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
|{{bn-en|Когда вы выполняете задания для [[Entity_token|сущности]], вы можете быть связаны с ней, но это всё. Это нужно значительно расширить. Нужно не только дать возможность занимать разные должности, нужно, чтобы вы могли быть приняты группой, получали жилую площадь, экипировку, плату и т.д. по необходимости. Также было бы хорошо, чтобы задания соответствовали целям сущности и, где это возможно, смягчить понятие задачи — если вы делаете что-то, что приносит пользу группе, даже если группа явно не просила об этом, это должно улучшить ваши отношения с ними в целом (в той мере, в какой действие/выгода обнаруживается с технической точки зрения), и человек на соответствующем положении в группе должен в некоторых обстоятельствах иметь возможность действовать, имея свою власть, с подчинёнными. Основные цели для первой версии — солдаты, охрана караванов, бандиты и религиозные группы.|When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.}}
|  
|
|-
|-
| <div id="Core66">Core66</div>
|<div id="Core66">Core66</div>
| HIDDEN FUN STUFF
|HIDDEN FUN STUFF
| (Future)
|(В будущем)
| No game is complete without it!
|{{bn-en|Ни одну игру нельзя считать законченной без скрытых источников веселья!|No game is complete without it!}}
|  
|
|-
|-
| <div id="Core67">Core67</div>
|<div id="Core67">Core67</div>
| RUINS
|RUINS
| (Future)
|(В будущем)
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place.
|{{bn-en|Раньше существовали руины со скелетами и зомби с архитектурой, не встречавшейся нигде более в мире. Можно реализовать это разными способами, самый очевидный из которых — заставлять цивилизации с разной архитектурой хоронить своих мертвых, а вымирающие цивилизации создают руины. Потерянные и погребённые руины, как те, что на местах раскопок, можно найти после некоторой работы. Восстанут ли мертвецы, будут ли там просто ловушки или не будет ничего, зависит от множества вещей, в основном от того, от чего вымерла цивилизация.|There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place.}}
| [[#Core68|Core68]]
|
|-
|-
| <div id="Core68">Core68</div>
|<div id="Core68">Core68</div>
| GRAVEYARDS AND TOMBS
|GRAVEYARDS AND TOMBS
| (Future)
|(В будущем)
| Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.
|{{bn-en|Сейчас мертвые настолько мертвы, что они не существуют вне воспоминаний людей, которые слышали о них. Должны быть различные методы захоронений, некоторые как в режиме приключения — кладбища и гробницы, в том числе большие и сложные гробницы со всеми видами сокровищ и ловушек, соответствующих цивилизации, которая их создала.|Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.}}
| [[#Core67|Core67]]
| [[#Core67|Core67]]
|-
|-
| <div id="Core69">Core69</div>
|<div id="Core69">Core69</div>
| OLD BATTLEFIELDS
|OLD BATTLEFIELDS
| (Future)
|(В будущем)
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
|{{bn-en|Поля сражений сейчас ссылаются на их общие координаты на карте мира во время легенд, но на самом деле они не существуют как места. Хотя не все сражения оставляли бы следы, особенно после того, как прошло много времени, некоторые оставляют. Первоначальная цель – генерация полей битв во время создания мира, но поля битвы, которые происходят, когда армии сражаются, также должны обрабатываться, независимо от того, присутствуете ли вы в качестве приключенца или армии дварфов или нет.|Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.}}
|  
|
|-
|-
| <div id="Core70">Core70</div>
|<div id="Core70">Core70</div>
| FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS
|FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS
| (Future)
|(В будущем)
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
|{{bn-en|Сейчас заброшенная крепость — это, по сути, куча разбросанного мусора. Нужны правдоподобные причины для того, чтобы предмет изменил своё местоположение. Дополнительно, отслеживание слишком большого количества предметов в режиме крепости может привести к проблемам, так что была одна ранняя идея оставлять, после того, как крепость заброшена, дополнительные предметы, которые бы подробно описывали крепость, например, производственные журналы и дневники. Сначала они будут запрещены для использования дварфами, так что их надо будет отметить разрешить. В зависимости от того, как это будет реализовано, эти предметы, возможно, будут встречаться и во время обычной игры, или нет. В любом случае, различные факты о производстве и выдающихся (и других) ремесленниках должны быть отслежены и доступны после того, как вы достаточно тщательно обследуете крепость (или раньше, если параметры требуют этого, как с историческими событиями).|Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).}}
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|
|-
|-
| <div id="Core71">Core71</div>
|<div id="Core71">Core71</div>
| BANDITS AND CULTS
|BANDITS AND CULTS
| (Future)
|(В будущем)
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
|{{bn-en|Важно, чтобы группы действовали самостоятельно или вообще создавали проблемы, не обязательно принадлежа к совершенно другой цивилизации. Бандиты и культы — хороший выбор для начала. Бандиты могут угрожать или выдвигать требования ранней крепости, культы могут возникнуть в более поздней, и приключенец может стать членом или противником.|It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.}}
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|
|-
|-
| <div id="Core72">Core72</div>
|<div id="Core72">Core72</div>
| ROBUST ATTRIBUTE SYSTEM
|ROBUST ATTRIBUTE SYSTEM
| (Future)
|(В будущем)
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
|{{bn-en|Атрибуты сейчас — грустный, грустный заполнитель. Должно быть больше атрибутов, скажем, из Armok 1, и их развитие должно зависеть от использования, а не от случайного назначения. Они должны медленно деградировать с течением времени, если их полностью не использовать.|Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.}}
|  
|
|-
|-
| <div id="Core73">Core73</div>
|<div id="Core73">Core73</div>
| COMBAT OVERHAUL
|COMBAT OVERHAUL
| (Future)
|(В будущем)
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
|{{bn-en|Это немного расплывчатый пункт, потому что включает в себя много мелких изменений, а не одно крупное. Помимо очевидных изменений в снарядах и интерфейсе борьбы, навыки могут перекрываться, атрибуты должны быть связаны с навыками должным образом, навыки могут забываться и в конечном итоге деградировать, как в Armok 1, могут быть добавлены новые общие боевые навыки, стили/методы для оружия/безоружного боя примерно как в Armok 1, и т. д. Этот пункт будет закончен, когда бой будет более или менее осмысленным.|This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.}}
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|
|-
|-
| <div id="Core74">Core74</div>
|<div id="Core74">Core74</div>
| WOUND HANDLING
|WOUND HANDLING
| (Future)
|(В будущем)
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
|{{bn-en|Раны сейчас сделаны довольно глупо и приводят, по крайней мере, к одной серьезной проблеме (экстремальная и длительная фантомная боль в конечностях). Правильные описания, шрамы, инфекции и т.д. сюда же.|Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.}}
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|
|-
|-
| <div id="Core75">Core75</div>
|<div id="Core75">Core75</div>
| ADVENTURER GENERATION AND SCENARIOS
|ADVENTURER GENERATION AND SCENARIOS
| (Future)
|(В будущем)
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fully into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
|{{bn-en|Сейчас приключенец — довольно туманный объект. Есть много углов, с которых можно его рассматривать: вплетение предыстории приключенца в локальную историю, игра за действительно существующее существо из мира, создание стартовых сценариев, которые хотя бы придавали смысл существованию приключенца и/или его мистическому прибытию и т.д.|The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.}}
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|
|-
|-
| <div id="Core76">Core76</div>
|<div id="Core76">Core76</div>
| EMBARK SCENARIOS
|EMBARK SCENARIOS
| (Future)
|(В будущем)
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
|{{bn-en|Высадка — одна из наиболее стерильных, упрощенных частей игры, её стоит улучшить. Хотя высадка вида отведи-повозки-отсюда-до-туда выходит за рамки того, что планируется в v1, хотя бы описание истории путешествия и добавление соответствующих эффектов к начальным условиям помогло бы с погружением в игру.|Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.}}
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|
|-
|-
| <div id="Core77">Core77</div>
|<div id="Core77">Core77</div>
| AGE AND POPULATION TRACKING FOR ENTITIES
|AGE AND POPULATION TRACKING FOR ENTITIES
| (Future)
|(В будущем)
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
|{{bn-en|После генерации мира смерти от старости происходят только локально (?), а люди больше никогда не имеют детей. Это нужно исправить, особенно когда армии и мигранты начнут набираться из реально существующего населения, а не создаваться из воздуха.|Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.}}
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|
|-
|-
| <div id="Core78">Core78</div>
|<div id="Core78">Core78</div>
| WILDERNESS POPULATION TRACKING
|WILDERNESS POPULATION TRACKING
| (Future)
|(В будущем)
| Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
|{{bn-en|Население дикой природы довольно ограничено и в некоторых отношениях хуже, чем до введения оси Z. Это должно быть исправлено во время генерации мира и во время игры во всех режимах для всех категорий диких или подземных существ.|Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.}}
|  
|
|-
|-
| <div id="Core79">Core79</div>
|<div id="Core79">Core79</div>
| COLLECTORS AND FINDING BUYERS
|COLLECTORS AND FINDING BUYERS
| (Future)
|(В будущем)
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
|{{bn-en|В дополнение к дварфийской системе предпочтений и неприязни, могут существовать люди, коллекционирующие объекты. Можно начать с простых объектов, таких как монеты и жуки. Также должно быть само по себе приключением нахождение покупателя для многих ценных предметов, если вы хотите получить больше, чем может дать местный торговец, и новости о вашем приобретении должны держать вашу жизнь интересной.|As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.}}
|  
|
|-
|-
| <div id="Core80">Core80</div>
|<div id="Core80">Core80</div>
| ARTIFACT MAGIC
|ARTIFACT MAGIC
| (Future)
|(В будущем)
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
|{{bn-en|Ранняя точка зрения на магию, которая должна найти своё место в игре. Хотя это в целом будет регулироваться настройками мира, DF будет, скорее всего, фокусироваться на редких, уникальных, несколько мистических эффектах. Некоторых клише, наверно, невозможно избежать, хе хе хе. Артефакты, вероятно, придёт немного изменить, артефакты могут быть созданы во время генерации мира или во время игры, хотя артефакты игрока всё ещё должны иметь большую важность.|An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.}}
|  
|
|-
|-
| <div id="Core81">Core81</div>
|<div id="Core81">Core81</div>
| TRIBUTE
|TRIBUTE
| (Future)
|(В будущем)
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
|{{bn-en|Отношения дани, установленные во время создания мира, должны быть конкретизированы, а затем приведены в игру. Дань будут перемещать по карте. Данники также могут возникнуть в рамках дипломатии режима крепости.|The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.}}
|  
|
|-
|-
| <div id="Core82">Core82</div>
|<div id="Core82">Core82</div>
| THIEF AND SUPPORTING CAST
|THIEF AND SUPPORTING CAST
| (Future)
|(В будущем)
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.
|{{bn-en|Кроме проблем, описанных в следующем пункте, вор в режиме приключения может только продавать вещи другой цивилизации, а в изначальной немедленно считается преступником, из-за чего последующие попытки воровства там являются скорее сумасшедшим разбоем. Есть много способов, как исправить это. Преступления не должны мгновенно приписываться приключенцу, и в достаточно больших городах должно быть достаточно много уязвимых мест для того, чтобы хотя бы некоторое время быть успешным преступником даже без покидания города. Сейчас нет достаточно больших для этого городов, но самые населённые города больших империй должны быть завершены (после реализации соответствующего пункта разработки). Будет ли поведение воров распространено на режим крепости — открытый вопрос.|Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.}}
|  
|
|-
|-
| <div id="Core83">Core83</div>
|<div id="Core83">Core83</div>
| ARREST AND PUNISHMENT
|ARREST AND PUNISHMENT
| (Future)
|(В будущем)
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
|{{bn-en|Охранники не должны просто убивать. У тебя есть права, вроде того. В любом случае важно, чтобы были тюрьмы, темницы и казни. Охранники должны будут арестовать вас, после чего нужно будет правильно выполнить некоторые шаги, чтобы всё заработало(?). Все, что происходит в режиме приключений, должно быть привязано к режиму дварфов. Если это включает в себя бритье бороды, ну, вам лучше просто подчиняться закону.|The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.}}
|  
|
|-
|-
| <div id="Core84">Core84</div>
|<div id="Core84">Core84</div>
| HUNTING AND GATHERING
|HUNTING AND GATHERING
| (Future)
|(В будущем)
| You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
|{{bn-en|Нужно иметь возможность добывать еду в дикой природе и выполнять другие задачи, связанные с обработкой тела убитого на охоте существа, чтобы иметь возможность выживать в дикой местности, возможно, торгуя с городом. Более абстрактная охота в режиме путешествия должна быть примерно эквивалентной охоте в обычном режиме. Вы должны быть способны найти признаки животных, что поможет охотиться, и вы должны быть в состоянии собрать любые растения, которые вы найдете.|You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.}}
|  
|
|-
|-
| <div id="Core85">Core85</div>
|<div id="Core85">Core85</div>
| CHOP, DIG, BUILD!
|CHOP, DIG, BUILD!
| (Future)
|(В будущем)
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
|{{bn-en|Возможность в режиме приключенца рубить деревья, рыть каналы, копать скалы, строить любые структуры, на которые у вас хватит терпения. Всё это должно быть сохранено как полноценное место или хотя бы что-то подобное (как гостиницы и прочее возле дорог), и содержимое строения должно оставаться относительно нетронутым при должных предосторожностях.|As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.}}
|  
|
|-
|-
| <div id="Core86">Core86</div>
|<div id="Core86">Core86</div>
| ADVANCED ADVENTURER SKILLS
|ADVANCED ADVENTURER SKILLS
| (Future)
|(В будущем)
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
|{{bn-en|Почти каждая работа, доступная в режиме крепости, должна быть доступна в режиме приключенца, хотя она может опираться на инфраструктуру города, особенно сначала.|Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.}}
|  
|
|-
|-
| <div id="Core87">Core87</div>
|<div id="Core87">Core87</div>
| PROPER DWARVES
|PROPER DWARVES
| (Future)
|(В будущем)
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
|{{bn-en|Дварфы, разумеется, нормально реализованы в режиме крепости, но в режиме приключения их места полностью отсутствуют (?), и их общество нигде не реализовано за пределами режима крепости. Их нужно привести к стандартам мира и в режиме приключения. Также обратите внимание, что этот и три следующих пункта разработки акцент делается не только на создании базовой вселенной, но и на расширении случайной генерации и возможностей для модификации для всех цивилизаций, предоставляя их как конкретные и более-менее разнообразные примеры.|Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.}}
|  
|
|-
|-
| <div id="Core88">Core88</div>
|<div id="Core88">Core88</div>
| PROPER ELVES
|PROPER ELVES
| (Future)
|(В будущем)
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
|{{bn-en|Как и дварфы, эльфы сейчас, и особенно их [[Site|поселения]], страдают от недостатка почти всего. Многотайловые деревья, взаимодействие друидов с местными силами, их отношение к животным и [[Animal_people|семиридам]], их предпочтения в еде — всё это надо реализовать не только на этапе генерации мира, но и в игре.|As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...}}
|  
|
|-
|-
| <div id="Core89">Core89</div>
|<div id="Core89">Core89</div>
| PROPER GOBLINS
|PROPER GOBLINS
| (Future)
|(В будущем)
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
|{{bn-en|Как минимум, нужно доработать роль похитителя детей. Гоблинские лидеры должны иметь корректные всемирные амбиции. Большую часть элементов их этики «право за сильными» нужно конкретизировать и ввести в геймплей.|At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.}}
|  
|
|-
|-
| <div id="Core90">Core90</div>
|<div id="Core90">Core90</div>
| PROPER KOBOLDS
|PROPER KOBOLDS
| (Future)
|(В будущем)
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
|{{bn-en|Каждый под кобольдом понимает своё; в DF кобольд — это ни гуманоидный чихуахуа, ни маленький человекодракон, это небольшая млекопитающая гуманоидная рептилия с заострёнными ушами и жёлтыми глазами со склонностью к обману и шалостям, с основанным на контексте подязыком, коллекцией ядовитых животных, ловушек и с клептоманским накопительством.|Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.}}
|  
|
|-
|-
| <div id="Core91">Core91</div>
|<div id="Core91">Core91</div>
| PROPER UNDERGROUND/MAP FEATURES
|PROPER UNDERGROUND/MAP FEATURES
| (Future)
|(В будущем)
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
|{{bn-en|Сейчас подземелье — это место, где есть куча камня и скучных вещей, и иногда попадается что-то интересное. Нужно сделать больше чего-то интересного и меньше скучного и каменного. Сюда входит проработка областей снаружи гор, а также некоторые интересные природные особенности в основном безликих надземных районах.|Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.}}
|  
|
|-
|-
| <div id="Core92">Core92</div>
|<div id="Core92">Core92</div>
| APPEARANCE VARIABLES/DESCRIPTIONS
|APPEARANCE VARIABLES/DESCRIPTIONS
| (Future)
|(В будущем)
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
|{{bn-en|Описания внешности особенно актуальны для индивидуализации цивилизованных существ, которых вы встретите, но также важно и в других областях, и поможет в реализации случайно генерированных зверей и прочих вещей.|This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.}}
|  
|
|-
|-
| <div id="Core93">Core93</div>
|<div id="Core93">Core93</div>
| RANDOMIZED MEGABEASTS AND POWERS
|RANDOMIZED MEGABEASTS AND POWERS
| (Future)
|(В будущем)
| (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used.
|{{bn-en|[[Semi-megabeast|Чудища]] и [[Megabeast|мегачудища]] и их способности должны быть случайно генерируемы в соответствии с местными поверьями и сферами местных религий. Степень случайности должна зависеть от параметров мира, так что всё ещё могут быть использованы обычные, не генерированные существа.|(Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used.}}
| [[#Core92|Core92]]
| [[#Core92|Core92]]
|-
|-
| <div id="Core94">Core94</div>
|<div id="Core94">Core94</div>
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
|RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
| (Future)
|(В будущем)
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.
|{{bn-en|Текущую систему добрых/злых регионов надо заменить системой, которая бы в разной степени связывала регионы с определёнными наборами [[Сфера|сфер]]. Так, могут создаваться, например, пустыни с поющими камнями или леса, в котором у деревьев есть кровь, со разнообразными случайно генерируемыми существами и растениями, соответствующими сферам. Важно медленно представлять случайно созданные объекты игроку, а не просто кидать в него один за другим, чтобы обеспечить погружение, хотя что-то есть в идее кинуть игрока в совершенно случайный мир, при условии, что он сможет получить достаточно информации, наблюдая, слушая и разговаривая.|The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.}}
| [[#Core92|Core92]]
| [[#Core92|Core92]]
|-
|-
| <div id="Core95">Core95</div>
|<div id="Core95">Core95</div>
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
|RANDOMIZED ENTITIES AND CIVILIZED CREATURES
| (Future)
|(В будущем)
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.
|{{bn-en|В продолжение темы случайной генерации, нужна возможность генерировать полное определение [[Entity_token|сущностей]] и существ и вводить их в мир. Как и с другими случайно генерируемыми вещами, мера случайности должна настраиваться при генерации мира, и процесс генерации должен быть доступен через raw-файлы.|As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.}}
| [[#Core93|Core93]], [[#Core94|Core94]]
| [[#Core93|Core93]], [[#Core94|Core94]]
|-
|-
| <div id="Core96">Core96</div>
|<div id="Core96">Core96</div>
| GENERALIZED CURSES AND OTHER ALTERATIONS
|GENERALIZED CURSES AND OTHER ALTERATIONS
| (Future)
|(В будущем)
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).
|{{bn-en|«Зомби» и «скелеты» сейчас реализованы неудовлитворительно, так как зомби, призраки и т.д. по большей части зависят от деталей трансформации и особенностей трансформированного существа. Обобщённые проклятия, зависящие от [[Сфера|сфер]], могут отличаться от мира к миру и включать в себя самые разнообразные изменения существ (и других объектов).|"Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).}}
| [[#Core92|Core92]]
| [[#Core92|Core92]]
|-
|-
| <div id="Core97">Core97</div>
|<div id="Core97">Core97</div>
| IMPROVED PHRASE STORAGE
|IMPROVED PHRASE STORAGE
| (Future)
|(В будущем)
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
|{{bn-en|Текущая система хранения имён не очень расширяемая, так что её надо заменить, чтобы можно было делать другие изменения.|The current system of storing names is not very extendable, so it needs to be altered to support later changes.}}
|  
|
|-
|-
| <div id="Core98">Core98</div>
|<div id="Core98">Core98</div>
| BASIC GRAMMAR
|BASIC GRAMMAR
| (Future)
|(В будущем)
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.
|{{bn-en|Абстрактные фразы могут быть реализованы каждым из внутриигровых языков разными способами. Структура для этого должна храниться в raw-файле.|The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.}}
| [[#Core97|Core97]]
| [[#Core97|Core97]]
|-
|-
| <div id="Core99">Core99</div>
|<div id="Core99">Core99</div>
| WRITING
|WRITING
| (Future)
|(В будущем)
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.
|{{bn-en|Существующие объекты (такие, как гравюры и лезвия) должны поддерживать надписи на любых внутриигровых языках. Возможно, это будет связано с определёнными навыками и профессиями.|Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.}}
| [[#Core98|Core98]]
| [[#Core98|Core98]]
|-
|-
| <div id="Core100">Core100</div>
|<div id="Core100">Core100</div>
| NEW LANGUAGE ITEMS
|NEW LANGUAGE ITEMS
| (Future)
|(В будущем)
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).
|{{bn-en|Пергамент и прочее, книги, песни, поэмы и т.д.|Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).}}
| [[#Core99|Core99]]
| [[#Core99|Core99]]
|}
|}
Строка 814: Строка 817:
| <div id="Req1">Req1</div>
| <div id="Req1">Req1</div>
| PILE MASTERY AND TYPES
| PILE MASTERY AND TYPES
| (Future)
| (В будущем)
| Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
| Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
|  
|  
Строка 820: Строка 823:
| <div id="Req2">Req2</div>
| <div id="Req2">Req2</div>
| IMPROVED WORK ORDERS
| IMPROVED WORK ORDERS
| (Future)
| (В будущем)
| Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
| Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
|  
|  
Строка 826: Строка 829:
| <div id="Req3">Req3</div>
| <div id="Req3">Req3</div>
| TWEAK PRODUCTS OF WOOD BURNING
| TWEAK PRODUCTS OF WOOD BURNING
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 832: Строка 835:
| <div id="Req4">Req4</div>
| <div id="Req4">Req4</div>
| PAYMENT FOR STORAGE JOBS
| PAYMENT FOR STORAGE JOBS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 838: Строка 841:
| <div id="Req5">Req5</div>
| <div id="Req5">Req5</div>
| STOP TREES FROM BEING ADJACENT
| STOP TREES FROM BEING ADJACENT
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 844: Строка 847:
| <div id="Req6">Req6</div>
| <div id="Req6">Req6</div>
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 850: Строка 853:
| <div id="Req7">Req7</div>
| <div id="Req7">Req7</div>
| PARTY NOTIFICATION OPTION
| PARTY NOTIFICATION OPTION
| (Future)
| (В будущем)
| Option to turn off notification about dwarves organizing parties.
| Option to turn off notification about dwarves organizing parties.
|  
|  
Строка 856: Строка 859:
| <div id="Req8">Req8</div>
| <div id="Req8">Req8</div>
| RIVER ACTIVITY AND ATTACKS
| RIVER ACTIVITY AND ATTACKS
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 862: Строка 865:
| <div id="Req9">Req9</div>
| <div id="Req9">Req9</div>
| RESTRAINED SLEEP
| RESTRAINED SLEEP
| (Future)
| (В будущем)
| People don't sleep/rest when they are chained/caged.
| People don't sleep/rest when they are chained/caged.
|  
|  
Строка 868: Строка 871:
| <div id="Req10">Req10</div>
| <div id="Req10">Req10</div>
| CARETAKER WELL USE
| CARETAKER WELL USE
| Completed
| '''Завершено'''
| Caretakers seeking water should be able to use wells.
| Caretakers seeking water should be able to use wells.
|  
|  
Строка 874: Строка 877:
| <div id="Req11">Req11</div>
| <div id="Req11">Req11</div>
| IMPROVED RESCUE
| IMPROVED RESCUE
| (Future)
| (В будущем)
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
|  
|  
Строка 880: Строка 883:
| <div id="Req12">Req12</div>
| <div id="Req12">Req12</div>
| WRESTLE TARGET PROBLEMS
| WRESTLE TARGET PROBLEMS
| Completed
| '''Завершено'''
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
|  
|  
Строка 886: Строка 889:
| <div id="Req13">Req13</div>
| <div id="Req13">Req13</div>
| WINTER CAVE RIVER
| WINTER CAVE RIVER
| Completed
| '''Завершено'''
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
|  
|  
Строка 892: Строка 895:
| <div id="Req14">Req14</div>
| <div id="Req14">Req14</div>
| OUTSIDE LAVA BLOCKING
| OUTSIDE LAVA BLOCKING
| Completed
| '''Завершено'''
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
|  
|  
Строка 898: Строка 901:
| <div id="Req15">Req15</div>
| <div id="Req15">Req15</div>
| LAVA AND TREES
| LAVA AND TREES
| Completed
| '''Завершено'''
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
|  
|  
Строка 904: Строка 907:
| <div id="Req16">Req16</div>
| <div id="Req16">Req16</div>
| REMOVE PUBLIC CHEST/CABINETS
| REMOVE PUBLIC CHEST/CABINETS
| Completed
| '''Завершено'''
| This is part of the swap over to the bin system.
| This is part of the swap over to the bin system.
|  
|  
Строка 910: Строка 913:
| <div id="Req17">Req17</div>
| <div id="Req17">Req17</div>
| AJAR DEFAULT DOOR SETTING
| AJAR DEFAULT DOOR SETTING
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 916: Строка 919:
| <div id="Req18">Req18</div>
| <div id="Req18">Req18</div>
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 922: Строка 925:
| <div id="Req19">Req19</div>
| <div id="Req19">Req19</div>
| TARGETING PROBLEM
| TARGETING PROBLEM
| Completed
| '''Завершено'''
| Champions didn't seem to want to target anything.
| Champions didn't seem to want to target anything.
|  
|  
Строка 928: Строка 931:
| <div id="Req20">Req20</div>
| <div id="Req20">Req20</div>
| PILE CHECKING
| PILE CHECKING
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 934: Строка 937:
| <div id="Req21">Req21</div>
| <div id="Req21">Req21</div>
| BODYGUARDS LEAVING
| BODYGUARDS LEAVING
| (Future)
| (В будущем)
| Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
| Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
|  
|  
Строка 940: Строка 943:
| <div id="Req22">Req22</div>
| <div id="Req22">Req22</div>
| HAULING PROFESSION
| HAULING PROFESSION
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 946: Строка 949:
| <div id="Req23">Req23</div>
| <div id="Req23">Req23</div>
| USE GROUNDING TO CURE TRAFFIC JAMS
| USE GROUNDING TO CURE TRAFFIC JAMS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 952: Строка 955:
| <div id="Req24">Req24</div>
| <div id="Req24">Req24</div>
| TRANSFER PILES
| TRANSFER PILES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 958: Строка 961:
| <div id="Req25">Req25</div>
| <div id="Req25">Req25</div>
| TANTRUM THROWS
| TANTRUM THROWS
| Completed
| '''Завершено'''
| Thrown tantrum objects don't hit other friendlies, but they should.
| Thrown tantrum objects don't hit other friendlies, but they should.
|  
|  
Строка 964: Строка 967:
| <div id="Req26">Req26</div>
| <div id="Req26">Req26</div>
| SLEEPING THROUGH TANTRUMS
| SLEEPING THROUGH TANTRUMS
| Completed
| '''Завершено'''
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
|  
|  
Строка 970: Строка 973:
| <div id="Req27">Req27</div>
| <div id="Req27">Req27</div>
| IMPROVED WORKSHOP INTERFACES
| IMPROVED WORKSHOP INTERFACES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 976: Строка 979:
| <div id="Req28">Req28</div>
| <div id="Req28">Req28</div>
| CHASMING REFUSE
| CHASMING REFUSE
| Completed
| '''Завершено'''
| They used to throw refuse in the chasm. Now they don't. They should.
| They used to throw refuse in the chasm. Now they don't. They should.
|  
|  
Строка 982: Строка 985:
| <div id="Req29">Req29</div>
| <div id="Req29">Req29</div>
| SOLDIER PROFILES
| SOLDIER PROFILES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 988: Строка 991:
| <div id="Req30">Req30</div>
| <div id="Req30">Req30</div>
| MORE TRADE GOODS
| MORE TRADE GOODS
| Completed
| '''Завершено'''
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
|  
|  
Строка 994: Строка 997:
| <div id="Req31">Req31</div>
| <div id="Req31">Req31</div>
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1000: Строка 1003:
| <div id="Req32">Req32</div>
| <div id="Req32">Req32</div>
| SKILL SYNERGY
| SKILL SYNERGY
| (Future)
| (В будущем)
| Have some skills give bonuses to other skills.
| Have some skills give bonuses to other skills.
|  
|  
Строка 1006: Строка 1009:
| <div id="Req33">Req33</div>
| <div id="Req33">Req33</div>
| SMARTER ENGRAVER
| SMARTER ENGRAVER
| Completed
| '''Завершено'''
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
|  
|  
Строка 1012: Строка 1015:
| <div id="Req34">Req34</div>
| <div id="Req34">Req34</div>
| SHODDY ITEMS
| SHODDY ITEMS
| (Future)
| (В будущем)
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
|  
|  
Строка 1018: Строка 1021:
| <div id="Req35">Req35</div>
| <div id="Req35">Req35</div>
| SHODDY START ITEMS
| SHODDY START ITEMS
| (Future)
| (В будущем)
| Shoddy items for low skill settlers.
| Shoddy items for low skill settlers.
| [[#Req34|Req34]]
| [[#Req34|Req34]]
Строка 1024: Строка 1027:
| <div id="Req36">Req36</div>
| <div id="Req36">Req36</div>
| INIT BUG
| INIT BUG
| Completed
| '''Завершено'''
| Potential initialization problem for dwarf mode if previous games have been played.
| Potential initialization problem for dwarf mode if previous games have been played.
|  
|  
Строка 1030: Строка 1033:
| <div id="Req37">Req37</div>
| <div id="Req37">Req37</div>
| TRIGGER LINK INTERFACE
| TRIGGER LINK INTERFACE
| (Future)
| (В будущем)
| It could be more clear about what you are linking to and what it will do.
| It could be more clear about what you are linking to and what it will do.
|  
|  
Строка 1036: Строка 1039:
| <div id="Req38">Req38</div>
| <div id="Req38">Req38</div>
| JOB INFORMATION RETENTION
| JOB INFORMATION RETENTION
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1042: Строка 1045:
| <div id="Req39">Req39</div>
| <div id="Req39">Req39</div>
| AXES FOR WOODCUTTERS
| AXES FOR WOODCUTTERS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1048: Строка 1051:
| <div id="Req40">Req40</div>
| <div id="Req40">Req40</div>
| IMPROVED OUTPOST LIAISON
| IMPROVED OUTPOST LIAISON
| Completed
| '''Завершено'''
| Liaison should come earlier and be more useful.
| Liaison should come earlier and be more useful.
|  
|  
Строка 1054: Строка 1057:
| <div id="Req41">Req41</div>
| <div id="Req41">Req41</div>
| BUILDING CONSTRUCTION ITEM SELECTION
| BUILDING CONSTRUCTION ITEM SELECTION
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 1060: Строка 1063:
| <div id="Req42">Req42</div>
| <div id="Req42">Req42</div>
| STOP JOB RESUME WHEN UNDER ATTACK
| STOP JOB RESUME WHEN UNDER ATTACK
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1066: Строка 1069:
| <div id="Req43">Req43</div>
| <div id="Req43">Req43</div>
| MOVIE MAKER INTERFACE
| MOVIE MAKER INTERFACE
| (Future)
| (В будущем)
| Put fast-forward back in, some other tweaks.
| Put fast-forward back in, some other tweaks.
|  
|  
Строка 1072: Строка 1075:
| <div id="Req44">Req44</div>
| <div id="Req44">Req44</div>
| JOB ASSIGN OPTIMIZATION
| JOB ASSIGN OPTIMIZATION
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1078: Строка 1081:
| <div id="Req45">Req45</div>
| <div id="Req45">Req45</div>
| TARGET OPTIMIZATION
| TARGET OPTIMIZATION
| Completed
| '''Завершено'''
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
|  
|  
Строка 1084: Строка 1087:
| <div id="Req46">Req46</div>
| <div id="Req46">Req46</div>
| JOB AMOUNT ABUSE
| JOB AMOUNT ABUSE
| (Future)
| (В будущем)
| Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
| Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
|  
|  
Строка 1090: Строка 1093:
| <div id="Req47">Req47</div>
| <div id="Req47">Req47</div>
| GENERAL CHASMING OF ITEMS
| GENERAL CHASMING OF ITEMS
| Completed
| '''Завершено'''
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
|  
|  
Строка 1096: Строка 1099:
| <div id="Req48">Req48</div>
| <div id="Req48">Req48</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1102: Строка 1105:
| <div id="Req49">Req49</div>
| <div id="Req49">Req49</div>
| POUR BUCKETS INTO BARRELS
| POUR BUCKETS INTO BARRELS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1108: Строка 1111:
| <div id="Req50">Req50</div>
| <div id="Req50">Req50</div>
| ERRANT BLOOD PLACEMENT
| ERRANT BLOOD PLACEMENT
| Completed
| '''Завершено'''
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
|  
|  
Строка 1114: Строка 1117:
| <div id="Req51">Req51</div>
| <div id="Req51">Req51</div>
| OVER-POWERED TANTRUMS
| OVER-POWERED TANTRUMS
| (Future)
| (В будущем)
| Damaging certain buildings is too easy.
| Damaging certain buildings is too easy.
|  
|  
Строка 1120: Строка 1123:
| <div id="Req52">Req52</div>
| <div id="Req52">Req52</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1126: Строка 1129:
| <div id="Req53">Req53</div>
| <div id="Req53">Req53</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1132: Строка 1135:
| <div id="Req54">Req54</div>
| <div id="Req54">Req54</div>
| FOCUS 3D
| FOCUS 3D
| (Future)
| (В будущем)
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
|-
|-
| <div id="Req55">Req55</div>
| <div id="Req55">Req55</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1143: Строка 1146:
| <div id="Req56">Req56</div>
| <div id="Req56">Req56</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1149: Строка 1152:
| <div id="Req57">Req57</div>
| <div id="Req57">Req57</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1155: Строка 1158:
| <div id="Req58">Req58</div>
| <div id="Req58">Req58</div>
| SOLDIERS ON TOP OF MILITARY SCREEN
| SOLDIERS ON TOP OF MILITARY SCREEN
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1161: Строка 1164:
| <div id="Req59">Req59</div>
| <div id="Req59">Req59</div>
| COLOR ON UNIT SCREEN
| COLOR ON UNIT SCREEN
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1167: Строка 1170:
| <div id="Req60">Req60</div>
| <div id="Req60">Req60</div>
| BLOCK EXPLANATIONS
| BLOCK EXPLANATIONS
| Completed
| '''Завершено'''
| Can't tell what's blocking you when are blocked going down dwarf stairs.
| Can't tell what's blocking you when are blocked going down dwarf stairs.
|  
|  
Строка 1173: Строка 1176:
| <div id="Req61">Req61</div>
| <div id="Req61">Req61</div>
| INVASION AFTER-EFFECTS
| INVASION AFTER-EFFECTS
| (Future)
| (В будущем)
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
|  
|  
Строка 1179: Строка 1182:
| <div id="Req62">Req62</div>
| <div id="Req62">Req62</div>
| SITE CLIFF DEFINITION
| SITE CLIFF DEFINITION
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 1185: Строка 1188:
| <div id="Req63">Req63</div>
| <div id="Req63">Req63</div>
| SMALL PET ATTACHMENTS
| SMALL PET ATTACHMENTS
| (Future)
| (В будущем)
| People don't care when their smaller pets die.
| People don't care when their smaller pets die.
|  
|  
Строка 1191: Строка 1194:
| <div id="Req64">Req64</div>
| <div id="Req64">Req64</div>
| ACCESSIBILITY ISSUES
| ACCESSIBILITY ISSUES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1197: Строка 1200:
| <div id="Req65">Req65</div>
| <div id="Req65">Req65</div>
| CRASH BUG WITH BOWS
| CRASH BUG WITH BOWS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1203: Строка 1206:
| <div id="Req66">Req66</div>
| <div id="Req66">Req66</div>
| PROBLEM WITH POPULATION CREATION
| PROBLEM WITH POPULATION CREATION
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1209: Строка 1212:
| <div id="Req67">Req67</div>
| <div id="Req67">Req67</div>
| MONSTER BURIAL
| MONSTER BURIAL
| Completed
| '''Завершено'''
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
|  
|  
Строка 1215: Строка 1218:
| <div id="Req68">Req68</div>
| <div id="Req68">Req68</div>
| HUNTING ARMOR
| HUNTING ARMOR
| (Future)
| (В будущем)
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
|  
|  
Строка 1221: Строка 1224:
| <div id="Req69">Req69</div>
| <div id="Req69">Req69</div>
| IMPROPER BURIAL
| IMPROPER BURIAL
| Completed
| '''Завершено'''
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
|  
|  
Строка 1227: Строка 1230:
| <div id="Req70">Req70</div>
| <div id="Req70">Req70</div>
| BREAKUP ITEM STACKS
| BREAKUP ITEM STACKS
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1233: Строка 1236:
| <div id="Req71">Req71</div>
| <div id="Req71">Req71</div>
| ARMY PROFILES
| ARMY PROFILES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1239: Строка 1242:
| <div id="Req72">Req72</div>
| <div id="Req72">Req72</div>
| WILD BEASTS POPULATING SITES
| WILD BEASTS POPULATING SITES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1245: Строка 1248:
| <div id="Req73">Req73</div>
| <div id="Req73">Req73</div>
| SOME CODE CLEANING
| SOME CODE CLEANING
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1251: Строка 1254:
| <div id="Req74">Req74</div>
| <div id="Req74">Req74</div>
| MINING DESIGNATIONS
| MINING DESIGNATIONS
| (Future)
| (В будущем)
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
|  
|  
Строка 1257: Строка 1260:
| <div id="Req75">Req75</div>
| <div id="Req75">Req75</div>
| REWALL
| REWALL
| Completed
| '''Завершено'''
| Option to re-wall or fill in channels, using some stone.
| Option to re-wall or fill in channels, using some stone.
|  
|  
Строка 1263: Строка 1266:
| <div id="Req76">Req76</div>
| <div id="Req76">Req76</div>
| INTELLIGENT HUNTING
| INTELLIGENT HUNTING
| (Future)
| (В будущем)
| Crossbow hunters should be more intelligent about their ammo.
| Crossbow hunters should be more intelligent about their ammo.
|  
|  
Строка 1269: Строка 1272:
| <div id="Req77">Req77</div>
| <div id="Req77">Req77</div>
| SOME NEW WILDERNESS CREATURE TYPES
| SOME NEW WILDERNESS CREATURE TYPES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1275: Строка 1278:
| <div id="Req78">Req78</div>
| <div id="Req78">Req78</div>
| TWEAK FOR PILES
| TWEAK FOR PILES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1281: Строка 1284:
| <div id="Req79">Req79</div>
| <div id="Req79">Req79</div>
| JOB CANCEL NOTICES
| JOB CANCEL NOTICES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1287: Строка 1290:
| <div id="Req80">Req80</div>
| <div id="Req80">Req80</div>
| WILDERNESS INTERACTIONS
| WILDERNESS INTERACTIONS
| (Future)
| (В будущем)
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
|  
|  
Строка 1293: Строка 1296:
| <div id="Req81">Req81</div>
| <div id="Req81">Req81</div>
| ARTISANS WEARING ARMOR
| ARTISANS WEARING ARMOR
| (Future)
| (В будущем)
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
|  
|  
Строка 1299: Строка 1302:
| <div id="Req82">Req82</div>
| <div id="Req82">Req82</div>
| NUMBERED JOB REPEAT
| NUMBERED JOB REPEAT
| (Future)
| (В будущем)
| Option to have numeric repeats for a job.
| Option to have numeric repeats for a job.
|  
|  
Строка 1305: Строка 1308:
| <div id="Req83">Req83</div>
| <div id="Req83">Req83</div>
| INTELLIGENT JOB HANDLING
| INTELLIGENT JOB HANDLING
| (Future)
| (В будущем)
| More job suspensions rather than complete cancellations.
| More job suspensions rather than complete cancellations.
|  
|  
Строка 1311: Строка 1314:
| <div id="Req84">Req84</div>
| <div id="Req84">Req84</div>
| SKILL ROLL CONSISTENCY
| SKILL ROLL CONSISTENCY
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1317: Строка 1320:
| <div id="Req85">Req85</div>
| <div id="Req85">Req85</div>
| PAIN DEADENING AND SCARS
| PAIN DEADENING AND SCARS
| (Future)
| (В будущем)
| 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.).
| 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.).
|  
|  
Строка 1323: Строка 1326:
| <div id="Req86">Req86</div>
| <div id="Req86">Req86</div>
| JOB PRIORITIZING
| JOB PRIORITIZING
| (Future)
| (В будущем)
| 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).
| 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).
|  
|  
Строка 1329: Строка 1332:
| <div id="Req87">Req87</div>
| <div id="Req87">Req87</div>
| IMPROVE DROWNING
| IMPROVE DROWNING
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1335: Строка 1338:
| <div id="Req88">Req88</div>
| <div id="Req88">Req88</div>
| STOCKS AND CORPSES
| STOCKS AND CORPSES
| Completed
| '''Завершено'''
| Problem with corpses/body parts in the stockpile screen.
| Problem with corpses/body parts in the stockpile screen.
|  
|  
Строка 1341: Строка 1344:
| <div id="Req89">Req89</div>
| <div id="Req89">Req89</div>
| DIG INTERFACE PROBLEM
| DIG INTERFACE PROBLEM
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1347: Строка 1350:
| <div id="Req90">Req90</div>
| <div id="Req90">Req90</div>
| MULTIPLE AUTOMATED SHOP
| MULTIPLE AUTOMATED SHOP
| (Future)
| (В будущем)
| Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
| Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
|  
|  
Строка 1353: Строка 1356:
| <div id="Req91">Req91</div>
| <div id="Req91">Req91</div>
| LEATHER COUNTING
| LEATHER COUNTING
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1359: Строка 1362:
| <div id="Req92">Req92</div>
| <div id="Req92">Req92</div>
| BETTER SHOOTING INTERFACE
| BETTER SHOOTING INTERFACE
| (Future)
| (В будущем)
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
|  
|  
Строка 1365: Строка 1368:
| <div id="Req93">Req93</div>
| <div id="Req93">Req93</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1371: Строка 1374:
| <div id="Req94">Req94</div>
| <div id="Req94">Req94</div>
| ABANDONMENT FIX
| ABANDONMENT FIX
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1377: Строка 1380:
| <div id="Req95">Req95</div>
| <div id="Req95">Req95</div>
| BETTER TRAP TEXT
| BETTER TRAP TEXT
| (Future)
| (В будущем)
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
|  
|  
Строка 1383: Строка 1386:
| <div id="Req96">Req96</div>
| <div id="Req96">Req96</div>
| LIGHTING
| LIGHTING
| (Future)
| (В будущем)
| 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. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
| 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. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
|  
|  
Строка 1389: Строка 1392:
| <div id="Req97">Req97</div>
| <div id="Req97">Req97</div>
| VERMIN SWARMS IN ADVENTURE MODE
| VERMIN SWARMS IN ADVENTURE MODE
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1395: Строка 1398:
| <div id="Req98">Req98</div>
| <div id="Req98">Req98</div>
| ART IMAGES
| ART IMAGES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1401: Строка 1404:
| <div id="Req99">Req99</div>
| <div id="Req99">Req99</div>
| BURYING THINGS
| BURYING THINGS
| (Future)
| (В будущем)
| Allow items to be buried under the soil.
| Allow items to be buried under the soil.
|  
|  
Строка 1407: Строка 1410:
| <div id="Req100">Req100</div>
| <div id="Req100">Req100</div>
| COIN STORES
| COIN STORES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1413: Строка 1416:
| <div id="Req101">Req101</div>
| <div id="Req101">Req101</div>
| HAPPINESS UPON RELEASE FROM CONFINEMENT
| HAPPINESS UPON RELEASE FROM CONFINEMENT
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1419: Строка 1422:
| <div id="Req102">Req102</div>
| <div id="Req102">Req102</div>
| SOME WAGE ADJUSTMENTS
| SOME WAGE ADJUSTMENTS
| (Future)
| (В будущем)
| Jeweler and mechanic jobs should take a little longer but pay more.
| Jeweler and mechanic jobs should take a little longer but pay more.
|  
|  
Строка 1425: Строка 1428:
| <div id="Req103">Req103</div>
| <div id="Req103">Req103</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1431: Строка 1434:
| <div id="Req104">Req104</div>
| <div id="Req104">Req104</div>
| SLAYER ANNOUNCEMENT
| SLAYER ANNOUNCEMENT
| (Future)
| (В будущем)
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
|  
|  
Строка 1437: Строка 1440:
| <div id="Req105">Req105</div>
| <div id="Req105">Req105</div>
| SOME BUILDING INTERACTIONS
| SOME BUILDING INTERACTIONS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1443: Строка 1446:
| <div id="Req106">Req106</div>
| <div id="Req106">Req106</div>
| FINALIZING THE STATE OF ACTIVE FLOWS
| FINALIZING THE STATE OF ACTIVE FLOWS
| (Future)
| (В будущем)
| If flows are active when the player quits, their effects need to be handled.
| If flows are active when the player quits, their effects need to be handled.
|  
|  
Строка 1449: Строка 1452:
| <div id="Req107">Req107</div>
| <div id="Req107">Req107</div>
| PRIMITIVE WEAPONS
| PRIMITIVE WEAPONS
| (Future)
| (В будущем)
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
|  
|  
Строка 1455: Строка 1458:
| <div id="Req108">Req108</div>
| <div id="Req108">Req108</div>
| INTERFACE BINDINGS
| INTERFACE BINDINGS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1461: Строка 1464:
| <div id="Req109">Req109</div>
| <div id="Req109">Req109</div>
| FINISH TRAP BAITING
| FINISH TRAP BAITING
| (Future)
| (В будущем)
| It's very sparse right now. Gems aren't actually used.
| It's very sparse right now. Gems aren't actually used.
|  
|  
Строка 1467: Строка 1470:
| <div id="Req110">Req110</div>
| <div id="Req110">Req110</div>
| NEMESIS TRADES
| NEMESIS TRADES
| (Future)
| (В будущем)
| If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
| If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
|  
|  
Строка 1473: Строка 1476:
| <div id="Req111">Req111</div>
| <div id="Req111">Req111</div>
| FILE I/O CHECKING
| FILE I/O CHECKING
| (Future)
| (В будущем)
| It could give more feedback about save/load errors.
| It could give more feedback about save/load errors.
|  
|  
Строка 1479: Строка 1482:
| <div id="Req112">Req112</div>
| <div id="Req112">Req112</div>
| ITEM AGGREGATES
| ITEM AGGREGATES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1485: Строка 1488:
| <div id="Req113">Req113</div>
| <div id="Req113">Req113</div>
| RACE SPECIFIC PROFESSION NAMES
| RACE SPECIFIC PROFESSION NAMES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1491: Строка 1494:
| <div id="Req114">Req114</div>
| <div id="Req114">Req114</div>
| DWARF LEVEL TWISTING ISSUES
| DWARF LEVEL TWISTING ISSUES
| Completed
| '''Завершено'''
| Can see/shoot through dwarf twisted areas improperly sometimes.
| Can see/shoot through dwarf twisted areas improperly sometimes.
|  
|  
Строка 1497: Строка 1500:
| <div id="Req115">Req115</div>
| <div id="Req115">Req115</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1503: Строка 1506:
| <div id="Req116">Req116</div>
| <div id="Req116">Req116</div>
| PROBLEM WITH LEAVES TEXT
| PROBLEM WITH LEAVES TEXT
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1509: Строка 1512:
| <div id="Req117">Req117</div>
| <div id="Req117">Req117</div>
| PET CAGE ASSIGNMENT PROBLEM
| PET CAGE ASSIGNMENT PROBLEM
| (Future)
| (В будущем)
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
|  
|  
Строка 1515: Строка 1518:
| <div id="Req118">Req118</div>
| <div id="Req118">Req118</div>
| SOLDIER STATIONING LOAD PROBLEM
| SOLDIER STATIONING LOAD PROBLEM
| Completed
| '''Завершено'''
| Bug with soldier stationing after load.
| Bug with soldier stationing after load.
|  
|  
Строка 1521: Строка 1524:
| <div id="Req119">Req119</div>
| <div id="Req119">Req119</div>
| LOSS OF THREAD PLANT RESOURCES
| LOSS OF THREAD PLANT RESOURCES
| Completed
| '''Завершено'''
| It still gives you one thread from pig tail(5).
| It still gives you one thread from pig tail(5).
|  
|  
Строка 1527: Строка 1530:
| <div id="Req120">Req120</div>
| <div id="Req120">Req120</div>
| OFF DUTY SOLDIER STORES
| OFF DUTY SOLDIER STORES
| (Future)
| (В будущем)
| Off-duty soldiers don't store their belongings, but they should.
| Off-duty soldiers don't store their belongings, but they should.
|  
|  
Строка 1533: Строка 1536:
| <div id="Req121">Req121</div>
| <div id="Req121">Req121</div>
| BACKPACK AND QUIVER USE
| BACKPACK AND QUIVER USE
| Completed
| '''Завершено'''
| Problem with quivers and backpacks conflicting in dwarf mode especially.
| Problem with quivers and backpacks conflicting in dwarf mode especially.
|  
|  
Строка 1539: Строка 1542:
| <div id="Req122">Req122</div>
| <div id="Req122">Req122</div>
| RESPECT BELT SLOT
| RESPECT BELT SLOT
| Completed
| '''Завершено'''
| The belt inventory slot is created by pants, but this is only partially respected.
| The belt inventory slot is created by pants, but this is only partially respected.
|  
|  
Строка 1545: Строка 1548:
| <div id="Req123">Req123</div>
| <div id="Req123">Req123</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1551: Строка 1554:
| <div id="Req124">Req124</div>
| <div id="Req124">Req124</div>
| CAVE-IN RAMIFICATIONS
| CAVE-IN RAMIFICATIONS
| (Future)
| (В будущем)
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
|  
|  
Строка 1557: Строка 1560:
| <div id="Req125">Req125</div>
| <div id="Req125">Req125</div>
| BUILDING DAMAGE AND INVADERS
| BUILDING DAMAGE AND INVADERS
| (Future)
| (В будущем)
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
|  
|  
Строка 1563: Строка 1566:
| <div id="Req126">Req126</div>
| <div id="Req126">Req126</div>
| INVADERS AND WELLS
| INVADERS AND WELLS
| Completed
| '''Завершено'''
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.
|  
|  
Строка 1569: Строка 1572:
| <div id="Req127">Req127</div>
| <div id="Req127">Req127</div>
| CLARIFY DOOR DESIGNATIONS
| CLARIFY DOOR DESIGNATIONS
| Completed
| '''Завершено'''
| The door designations are very confusing right now.
| The door designations are very confusing right now.
|  
|  
Строка 1575: Строка 1578:
| <div id="Req128">Req128</div>
| <div id="Req128">Req128</div>
| TRAFFIC JAMS
| TRAFFIC JAMS
| Completed
| '''Завершено'''
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
|  
|  
Строка 1581: Строка 1584:
| <div id="Req129">Req129</div>
| <div id="Req129">Req129</div>
| IMPROVE COOKING
| IMPROVE COOKING
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1587: Строка 1590:
| <div id="Req130">Req130</div>
| <div id="Req130">Req130</div>
| SOME MORE END GAME STUFF
| SOME MORE END GAME STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 1593: Строка 1596:
| <div id="Req131">Req131</div>
| <div id="Req131">Req131</div>
| RECEIVING OFFERINGS
| RECEIVING OFFERINGS
| (Future)
| (В будущем)
| When you get king, you should receive offerings.
| When you get king, you should receive offerings.
|  
|  
Строка 1599: Строка 1602:
| <div id="Req132">Req132</div>
| <div id="Req132">Req132</div>
| ELF CHECK DEFICIENCIES
| ELF CHECK DEFICIENCIES
| (Future)
| (В будущем)
| Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
| Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
|  
|  
Строка 1605: Строка 1608:
| <div id="Req133">Req133</div>
| <div id="Req133">Req133</div>
| ELVEN TRADE GOODS
| ELVEN TRADE GOODS
| (Future)
| (В будущем)
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
|  
|  
Строка 1611: Строка 1614:
| <div id="Req134">Req134</div>
| <div id="Req134">Req134</div>
| FORTIFICATION OBJECT PROBLEMS
| FORTIFICATION OBJECT PROBLEMS
| (Future)
| (В будущем)
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
|  
|  
Строка 1617: Строка 1620:
| <div id="Req135">Req135</div>
| <div id="Req135">Req135</div>
| HIDDEN REQUIRED FUN STUFF
| HIDDEN REQUIRED FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 1623: Строка 1626:
| <div id="Req136">Req136</div>
| <div id="Req136">Req136</div>
| ADVANCED STEALTH
| ADVANCED STEALTH
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1629: Строка 1632:
| <div id="Req137">Req137</div>
| <div id="Req137">Req137</div>
| ORPHANED BABIES
| ORPHANED BABIES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1635: Строка 1638:
| <div id="Req138">Req138</div>
| <div id="Req138">Req138</div>
| ALCHEMY AND HEALING
| ALCHEMY AND HEALING
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1641: Строка 1644:
| <div id="Req139">Req139</div>
| <div id="Req139">Req139</div>
| POSSIBLE KO BUG
| POSSIBLE KO BUG
| Completed
| '''Завершено'''
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
|  
|  
Строка 1647: Строка 1650:
| <div id="Req140">Req140</div>
| <div id="Req140">Req140</div>
| BETTER JOB CANCELLATION
| BETTER JOB CANCELLATION
| (Future)
| (В будущем)
| If you are a few steps from completing your job and get a little hungry, you should stick it out.
| If you are a few steps from completing your job and get a little hungry, you should stick it out.
|  
|  
Строка 1653: Строка 1656:
| <div id="Req141">Req141</div>
| <div id="Req141">Req141</div>
| HANDLE DISCONNECTED COMPONENTS
| HANDLE DISCONNECTED COMPONENTS
| Completed
| '''Завершено'''
| Sometimes needs to deal with disconnected caves on loss.
| Sometimes needs to deal with disconnected caves on loss.
|  
|  
Строка 1659: Строка 1662:
| <div id="Req142">Req142</div>
| <div id="Req142">Req142</div>
| WEIGHT/INJURY INTERFACE
| WEIGHT/INJURY INTERFACE
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1665: Строка 1668:
| <div id="Req143">Req143</div>
| <div id="Req143">Req143</div>
| ADVENTURE WEAR ISSUES
| ADVENTURE WEAR ISSUES
| (Future)
| (В будущем)
| The wearing things in adventure mode should take time and be interruptable.
| The wearing things in adventure mode should take time and be interruptable.
|  
|  
Строка 1671: Строка 1674:
| <div id="Req144">Req144</div>
| <div id="Req144">Req144</div>
| NAME ENTRY
| NAME ENTRY
| Completed
| '''Завершено'''
| Ability to enter name manually, at least your first name (which is never translated).
| Ability to enter name manually, at least your first name (which is never translated).
|  
|  
Строка 1677: Строка 1680:
| <div id="Req145">Req145</div>
| <div id="Req145">Req145</div>
| CHANNEL INTERFACE PROBLEMS
| CHANNEL INTERFACE PROBLEMS
| Completed
| '''Завершено'''
| Sometimes channels can display several times because of the way it links them. This can be changed.
| Sometimes channels can display several times because of the way it links them. This can be changed.
|  
|  
Строка 1683: Строка 1686:
| <div id="Req146">Req146</div>
| <div id="Req146">Req146</div>
| PILE ISSUES
| PILE ISSUES
| (Future)
| (В будущем)
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
|  
|  
Строка 1689: Строка 1692:
| <div id="Req147">Req147</div>
| <div id="Req147">Req147</div>
| BUILD PATH VIOLATION
| BUILD PATH VIOLATION
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1695: Строка 1698:
| <div id="Req148">Req148</div>
| <div id="Req148">Req148</div>
| EXPANDED DUNGEON AI
| EXPANDED DUNGEON AI
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1701: Строка 1704:
| <div id="Req149">Req149</div>
| <div id="Req149">Req149</div>
| FINISH ITEM DAMAGE
| FINISH ITEM DAMAGE
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1707: Строка 1710:
| <div id="Req150">Req150</div>
| <div id="Req150">Req150</div>
| SAFE-CAGING ISSUES
| SAFE-CAGING ISSUES
| Completed
| '''Завершено'''
| Possible problem with caging dangerous animals.
| Possible problem with caging dangerous animals.
|  
|  
Строка 1713: Строка 1716:
| <div id="Req151">Req151</div>
| <div id="Req151">Req151</div>
| LEGENDS SCREEN
| LEGENDS SCREEN
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1719: Строка 1722:
| <div id="Req152">Req152</div>
| <div id="Req152">Req152</div>
| GRAMMAR PROBLEMS
| GRAMMAR PROBLEMS
| (Future)
| (В будущем)
| There are various grammar problems.
| There are various grammar problems.
|  
|  
Строка 1725: Строка 1728:
| <div id="Req153">Req153</div>
| <div id="Req153">Req153</div>
| LINE DRAWING
| LINE DRAWING
| Completed
| '''Завершено'''
| Basic problem with how line code treats adjacent squares.
| Basic problem with how line code treats adjacent squares.
|  
|  
Строка 1731: Строка 1734:
| <div id="Req154">Req154</div>
| <div id="Req154">Req154</div>
| PROBLEM WITH SECONDARY SCROLLING
| PROBLEM WITH SECONDARY SCROLLING
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1737: Строка 1740:
| <div id="Req155">Req155</div>
| <div id="Req155">Req155</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1743: Строка 1746:
| <div id="Req156">Req156</div>
| <div id="Req156">Req156</div>
| PROJECTILE UNIT KILL CAUSES
| PROJECTILE UNIT KILL CAUSES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1749: Строка 1752:
| <div id="Req157">Req157</div>
| <div id="Req157">Req157</div>
| PROBLEM WITH DISTANCE CALCULATION
| PROBLEM WITH DISTANCE CALCULATION
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1755: Строка 1758:
| <div id="Req158">Req158</div>
| <div id="Req158">Req158</div>
| THEFT WEIGHT LIMITS
| THEFT WEIGHT LIMITS
| (Future)
| (В будущем)
| Fix up theft weight limits. They are currently arbitrary.
| Fix up theft weight limits. They are currently arbitrary.
|  
|  
Строка 1761: Строка 1764:
| <div id="Req159">Req159</div>
| <div id="Req159">Req159</div>
| ANIMAL MISCHIEF BROKEN
| ANIMAL MISCHIEF BROKEN
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1767: Строка 1770:
| <div id="Req160">Req160</div>
| <div id="Req160">Req160</div>
| INVENTORY PROBLEMS
| INVENTORY PROBLEMS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1773: Строка 1776:
| <div id="Req161">Req161</div>
| <div id="Req161">Req161</div>
| LEADER TITLES
| LEADER TITLES
| (Future)
| (В будущем)
| Civilization leaders need proper titles.
| Civilization leaders need proper titles.
|  
|  
Строка 1779: Строка 1782:
| <div id="Req162">Req162</div>
| <div id="Req162">Req162</div>
| ENTITY RECIPES
| ENTITY RECIPES
| (Future)
| (В будущем)
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.
| [[#Req129|Req129]]
| [[#Req129|Req129]]
Строка 1785: Строка 1788:
| <div id="Req163">Req163</div>
| <div id="Req163">Req163</div>
| NEMESIS SAVE BUG
| NEMESIS SAVE BUG
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1791: Строка 1794:
| <div id="Req164">Req164</div>
| <div id="Req164">Req164</div>
| ITEM DAMAGE ISSUES
| ITEM DAMAGE ISSUES
| (Future)
| (В будущем)
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
|  
|  
Строка 1797: Строка 1800:
| <div id="Req165">Req165</div>
| <div id="Req165">Req165</div>
| REFINE POISONING
| REFINE POISONING
| (Future)
| (В будущем)
| Refine unit contamination amounts and levels.
| Refine unit contamination amounts and levels.
|  
|  
Строка 1803: Строка 1806:
| <div id="Req166">Req166</div>
| <div id="Req166">Req166</div>
| REFINE WAGON AI
| REFINE WAGON AI
| Completed
| '''Завершено'''
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
|  
|  
Строка 1809: Строка 1812:
| <div id="Req167">Req167</div>
| <div id="Req167">Req167</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1815: Строка 1818:
| <div id="Req168">Req168</div>
| <div id="Req168">Req168</div>
| ADVENTURER RIDERS
| ADVENTURER RIDERS
| (Future)
| (В будущем)
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
|  
|  
Строка 1821: Строка 1824:
| <div id="Req169">Req169</div>
| <div id="Req169">Req169</div>
| RAMP USAGE
| RAMP USAGE
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1827: Строка 1830:
| <div id="Req170">Req170</div>
| <div id="Req170">Req170</div>
| PROBLEM WITH ANIMAL TRAINING AND 3D
| PROBLEM WITH ANIMAL TRAINING AND 3D
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1833: Строка 1836:
| <div id="Req171">Req171</div>
| <div id="Req171">Req171</div>
| TARGETING AND MOVEMENT ISSUES
| TARGETING AND MOVEMENT ISSUES
| (Future)
| (В будущем)
| Some adventure mode melee targeting and movement code issues.
| Some adventure mode melee targeting and movement code issues.
|  
|  
Строка 1839: Строка 1842:
| <div id="Req172">Req172</div>
| <div id="Req172">Req172</div>
| PROBLEM WITH MULTIPLE HUMAN CIVS
| PROBLEM WITH MULTIPLE HUMAN CIVS
| (Future)
| (В будущем)
| It only checks one human civ per season, so some of the update code can work too slowly.
| It only checks one human civ per season, so some of the update code can work too slowly.
|  
|  
Строка 1845: Строка 1848:
| <div id="Req173">Req173</div>
| <div id="Req173">Req173</div>
| CULLING
| CULLING
| (Future)
| (В будущем)
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.
|  
|  
Строка 1851: Строка 1854:
| <div id="Req174">Req174</div>
| <div id="Req174">Req174</div>
| REASON FOR OFFERING
| REASON FOR OFFERING
| (Future)
| (В будущем)
| There's no point of offering goods to your own king right now.
| There's no point of offering goods to your own king right now.
|  
|  
Строка 1857: Строка 1860:
| <div id="Req175">Req175</div>
| <div id="Req175">Req175</div>
| TRADE OPTIMIZATION
| TRADE OPTIMIZATION
| (Future)
| (В будущем)
| Improve trading code.
| Improve trading code.
|  
|  
Строка 1863: Строка 1866:
| <div id="Req176">Req176</div>
| <div id="Req176">Req176</div>
| PET TRADE PROBLEM
| PET TRADE PROBLEM
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1869: Строка 1872:
| <div id="Req177">Req177</div>
| <div id="Req177">Req177</div>
| KING ENTOURAGE
| KING ENTOURAGE
| (Future)
| (В будущем)
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
|  
|  
Строка 1875: Строка 1878:
| <div id="Req178">Req178</div>
| <div id="Req178">Req178</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1881: Строка 1884:
| <div id="Req179">Req179</div>
| <div id="Req179">Req179</div>
| SMALL PET INVENTORY DESCRIPTIONS
| SMALL PET INVENTORY DESCRIPTIONS
| (Future)
| (В будущем)
| Pet-in-inventory descriptions need to respect the body of the holder.
| Pet-in-inventory descriptions need to respect the body of the holder.
|  
|  
Строка 1887: Строка 1890:
| <div id="Req180">Req180</div>
| <div id="Req180">Req180</div>
| ENGRAVING LOOK PROBLEMS
| ENGRAVING LOOK PROBLEMS
| (Future)
| (В будущем)
| You can see engraving descriptions even if you are off of the facing level.
| You can see engraving descriptions even if you are off of the facing level.
|  
|  
Строка 1893: Строка 1896:
| <div id="Req181">Req181</div>
| <div id="Req181">Req181</div>
| MOUNT PROJECTILE ISSUES
| MOUNT PROJECTILE ISSUES
| (Future)
| (В будущем)
| There are potential problems with riders when mount becomes projectile.
| There are potential problems with riders when mount becomes projectile.
|  
|  
Строка 1899: Строка 1902:
| <div id="Req182">Req182</div>
| <div id="Req182">Req182</div>
| BUILDING PLACEMENT INTERFACE
| BUILDING PLACEMENT INTERFACE
| Completed
| '''Завершено'''
| Need to explain why red X appears.
| Need to explain why red X appears.
|  
|  
Строка 1905: Строка 1908:
| <div id="Req183">Req183</div>
| <div id="Req183">Req183</div>
| LOOK/SHOOT INTERFACE
| LOOK/SHOOT INTERFACE
| (Future)
| (В будущем)
| Improve look interface code a bit. Let you choose targets in shoot/throw.
| Improve look interface code a bit. Let you choose targets in shoot/throw.
|  
|  
Строка 1911: Строка 1914:
| <div id="Req184">Req184</div>
| <div id="Req184">Req184</div>
| FLOORS IN LOOK SENTENCES
| FLOORS IN LOOK SENTENCES
| Completed
| '''Завершено'''
| In the look sentence in adventure mode, it could include information about the floor type.
| In the look sentence in adventure mode, it could include information about the floor type.
|  
|  
Строка 1917: Строка 1920:
| <div id="Req185">Req185</div>
| <div id="Req185">Req185</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1923: Строка 1926:
| <div id="Req186">Req186</div>
| <div id="Req186">Req186</div>
| PROPER CIV NEIGHBORS
| PROPER CIV NEIGHBORS
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 1929: Строка 1932:
| <div id="Req187">Req187</div>
| <div id="Req187">Req187</div>
| SEVER EFFECTS
| SEVER EFFECTS
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 1935: Строка 1938:
| <div id="Req188">Req188</div>
| <div id="Req188">Req188</div>
| SPEED REFINEMENT
| SPEED REFINEMENT
| (Future)
| (В будущем)
| Differentiate attack and move speed. This has many ramifications and associated difficulties.
| Differentiate attack and move speed. This has many ramifications and associated difficulties.
|  
|  
Строка 1941: Строка 1944:
| <div id="Req189">Req189</div>
| <div id="Req189">Req189</div>
| ARCHER ARMOR START SKILLS
| ARCHER ARMOR START SKILLS
| (Future)
| (В будущем)
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
|  
|  
Строка 1947: Строка 1950:
| <div id="Req190">Req190</div>
| <div id="Req190">Req190</div>
| CREATURE KNOWLEDGE
| CREATURE KNOWLEDGE
| (Future)
| (В будущем)
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
|  
|  
Строка 1953: Строка 1956:
| <div id="Req191">Req191</div>
| <div id="Req191">Req191</div>
| TREE PREFERENCES
| TREE PREFERENCES
| (Future)
| (В будущем)
| Tree preferences are fairly arbitrary right now.
| Tree preferences are fairly arbitrary right now.
|  
|  
Строка 1959: Строка 1962:
| <div id="Req192">Req192</div>
| <div id="Req192">Req192</div>
| TRANCE BONUSES
| TRANCE BONUSES
| (Future)
| (В будущем)
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
|  
|  
Строка 1965: Строка 1968:
| <div id="Req193">Req193</div>
| <div id="Req193">Req193</div>
| CHANGE ITEM ACQUISITION
| CHANGE ITEM ACQUISITION
| (Future)
| (В будущем)
| When people choose inventory items they like, they don't consider dropping what they are already wearing.
| When people choose inventory items they like, they don't consider dropping what they are already wearing.
|  
|  
Строка 1971: Строка 1974:
| <div id="Req194">Req194</div>
| <div id="Req194">Req194</div>
| STARTING BELT OBJECTS
| STARTING BELT OBJECTS
| (Future)
| (В будущем)
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
|  
|  
Строка 1977: Строка 1980:
| <div id="Req195">Req195</div>
| <div id="Req195">Req195</div>
| ITEM MATERIAL PROBLEM
| ITEM MATERIAL PROBLEM
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 1983: Строка 1986:
| <div id="Req196">Req196</div>
| <div id="Req196">Req196</div>
| DRINK APPRECIATION PROBLEM
| DRINK APPRECIATION PROBLEM
| (Future)
| (В будущем)
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
|  
|  
Строка 1989: Строка 1992:
| <div id="Req197">Req197</div>
| <div id="Req197">Req197</div>
| BUTCHERY OPTIMIZATION
| BUTCHERY OPTIMIZATION
| (Future)
| (В будущем)
| The butchery code can be consolidated with some other sections of the program.
| The butchery code can be consolidated with some other sections of the program.
|  
|  
Строка 1995: Строка 1998:
| <div id="Req198">Req198</div>
| <div id="Req198">Req198</div>
| KO VOMIT CHOKE
| KO VOMIT CHOKE
| (Future)
| (В будущем)
| If you are knocked out, you should choke if you vomit sometimes.
| If you are knocked out, you should choke if you vomit sometimes.
|  
|  
Строка 2001: Строка 2004:
| <div id="Req199">Req199</div>
| <div id="Req199">Req199</div>
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION
| (Future)
| (В будущем)
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
|  
|  
Строка 2007: Строка 2010:
| <div id="Req200">Req200</div>
| <div id="Req200">Req200</div>
| ARCHER ISSUES
| ARCHER ISSUES
| (Future)
| (В будущем)
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
|  
|  
Строка 2013: Строка 2016:
| <div id="Req201">Req201</div>
| <div id="Req201">Req201</div>
| POTENTIAL PROJECTILE PROBLEM
| POTENTIAL PROJECTILE PROBLEM
| (Future)
| (В будущем)
| No symptoms, just a code-check.
| No symptoms, just a code-check.
|  
|  
Строка 2019: Строка 2022:
| <div id="Req202">Req202</div>
| <div id="Req202">Req202</div>
| DRESS/ROBE PROBLEM
| DRESS/ROBE PROBLEM
| Completed
| '''Завершено'''
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
|  
|  
Строка 2025: Строка 2028:
| <div id="Req203">Req203</div>
| <div id="Req203">Req203</div>
| PROPER HEALING
| PROPER HEALING
| (Future)
| (В будущем)
| Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
| Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
|  
|  
Строка 2031: Строка 2034:
| <div id="Req204">Req204</div>
| <div id="Req204">Req204</div>
| MID-TRADE GAME ENDINGS
| MID-TRADE GAME ENDINGS
| (Future)
| (В будущем)
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
|  
|  
Строка 2037: Строка 2040:
| <div id="Req205">Req205</div>
| <div id="Req205">Req205</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2043: Строка 2046:
| <div id="Req206">Req206</div>
| <div id="Req206">Req206</div>
| ITEM WRESTLING
| ITEM WRESTLING
| (Future)
| (В будущем)
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
|  
|  
Строка 2049: Строка 2052:
| <div id="Req207">Req207</div>
| <div id="Req207">Req207</div>
| CONSOLIDATE MISS ANNOUNCEMENTS
| CONSOLIDATE MISS ANNOUNCEMENTS
| (Future)
| (В будущем)
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.
|  
|  
Строка 2055: Строка 2058:
| <div id="Req208">Req208</div>
| <div id="Req208">Req208</div>
| DEAL WITH POTASH VS ASH
| DEAL WITH POTASH VS ASH
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2061: Строка 2064:
| <div id="Req209">Req209</div>
| <div id="Req209">Req209</div>
| ENTITY DEF ITEM TYPES
| ENTITY DEF ITEM TYPES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2067: Строка 2070:
| <div id="Req210">Req210</div>
| <div id="Req210">Req210</div>
| GROUP SKILLS IN STARTUP
| GROUP SKILLS IN STARTUP
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2073: Строка 2076:
| <div id="Req211">Req211</div>
| <div id="Req211">Req211</div>
| TOMB STORAGE AND ACCESSIBILITY
| TOMB STORAGE AND ACCESSIBILITY
| (Future)
| (В будущем)
| Problem storing inaccessible body in tomb. The job was repeatedly created.
| Problem storing inaccessible body in tomb. The job was repeatedly created.
|  
|  
Строка 2079: Строка 2082:
| <div id="Req212">Req212</div>
| <div id="Req212">Req212</div>
| RE-EVALUATE HAUL LOCATIONS
| RE-EVALUATE HAUL LOCATIONS
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 2085: Строка 2088:
| <div id="Req213">Req213</div>
| <div id="Req213">Req213</div>
| BABY SEARCHER PROBLEM
| BABY SEARCHER PROBLEM
| Completed
| '''Завершено'''
| Thirsty mothers cannot seek lost babies effectively.
| Thirsty mothers cannot seek lost babies effectively.
|  
|  
Строка 2091: Строка 2094:
| <div id="Req214">Req214</div>
| <div id="Req214">Req214</div>
| START SCENARIOS
| START SCENARIOS
| (Future)
| (В будущем)
| See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the 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.
|  
|  
Строка 2097: Строка 2100:
| <div id="Req215">Req215</div>
| <div id="Req215">Req215</div>
| NEMESIS SAVE BUG
| NEMESIS SAVE BUG
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2103: Строка 2106:
| <div id="Req216">Req216</div>
| <div id="Req216">Req216</div>
| SOME DISPLAY RATE ISSUES
| SOME DISPLAY RATE ISSUES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2109: Строка 2112:
| <div id="Req217">Req217</div>
| <div id="Req217">Req217</div>
| BUILDING CONSTRUCTION PROBLEM
| BUILDING CONSTRUCTION PROBLEM
| (Future)
| (В будущем)
| Suspend building constructions if item blocking the build site are unreachable.
| Suspend building constructions if item blocking the build site are unreachable.
|  
|  
Строка 2115: Строка 2118:
| <div id="Req218">Req218</div>
| <div id="Req218">Req218</div>
| MERCHANT ANNOUNCEMENTS
| MERCHANT ANNOUNCEMENTS
| (Future)
| (В будущем)
| Notification when merchants are done unloading.
| Notification when merchants are done unloading.
|  
|  
Строка 2121: Строка 2124:
| <div id="Req219">Req219</div>
| <div id="Req219">Req219</div>
| VERMIN PROBLEM
| VERMIN PROBLEM
| (Future)
| (В будущем)
| Possibly issue when cleaning vermin references.
| Possibly issue when cleaning vermin references.
|  
|  
Строка 2127: Строка 2130:
| <div id="Req220">Req220</div>
| <div id="Req220">Req220</div>
| MULTIPLE DEPOTS
| MULTIPLE DEPOTS
| (Future)
| (В будущем)
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
|  
|  
Строка 2133: Строка 2136:
| <div id="Req221">Req221</div>
| <div id="Req221">Req221</div>
| HISTORY GENERATION
| HISTORY GENERATION
| Completed
| '''Завершено'''
| Refine 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.
| Refine 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.
|  
|  
Строка 2139: Строка 2142:
| <div id="Req222">Req222</div>
| <div id="Req222">Req222</div>
| SAVE COIN BATCHES GLOBALLY
| SAVE COIN BATCHES GLOBALLY
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2145: Строка 2148:
| <div id="Req223">Req223</div>
| <div id="Req223">Req223</div>
| SET RACE MAKER PROPERLY ON ITEMS
| SET RACE MAKER PROPERLY ON ITEMS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2151: Строка 2154:
| <div id="Req224">Req224</div>
| <div id="Req224">Req224</div>
| PARRYING AND ITEMS
| PARRYING AND ITEMS
| (Future)
| (В будущем)
| Refine parrying chances, based on item type.
| Refine parrying chances, based on item type.
|  
|  
Строка 2157: Строка 2160:
| <div id="Req225">Req225</div>
| <div id="Req225">Req225</div>
| BUILD PATH VIOLATION
| BUILD PATH VIOLATION
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2163: Строка 2166:
| <div id="Req226">Req226</div>
| <div id="Req226">Req226</div>
| BUILDING ADMIRATION BUG
| BUILDING ADMIRATION BUG
| (Future)
| (В будущем)
| A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
| A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
|  
|  
Строка 2169: Строка 2172:
| <div id="Req227">Req227</div>
| <div id="Req227">Req227</div>
| PEAKS AND VOLCANOS
| PEAKS AND VOLCANOS
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 2175: Строка 2178:
| <div id="Req228">Req228</div>
| <div id="Req228">Req228</div>
| ALLOW MULTIPLE SITES IN A SQUARE
| ALLOW MULTIPLE SITES IN A SQUARE
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2181: Строка 2184:
| <div id="Req229">Req229</div>
| <div id="Req229">Req229</div>
| PROBLEM WITH SUBREGION TYPING
| PROBLEM WITH SUBREGION TYPING
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2187: Строка 2190:
| <div id="Req230">Req230</div>
| <div id="Req230">Req230</div>
| AIMED SHOTS AND BODYPART SIZES
| AIMED SHOTS AND BODYPART SIZES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2193: Строка 2196:
| <div id="Req231">Req231</div>
| <div id="Req231">Req231</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2199: Строка 2202:
| <div id="Req232">Req232</div>
| <div id="Req232">Req232</div>
| CAVE RIVER ENTITIES
| CAVE RIVER ENTITIES
| (Future)
| (В будущем)
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
|  
|  
Строка 2205: Строка 2208:
| <div id="Req233">Req233</div>
| <div id="Req233">Req233</div>
| ISSUES WITH ITEM SHARING
| ISSUES WITH ITEM SHARING
| Completed
| '''Завершено'''
| There are some potential problems with shared items that need to be addressed.
| There are some potential problems with shared items that need to be addressed.
|  
|  
Строка 2211: Строка 2214:
| <div id="Req234">Req234</div>
| <div id="Req234">Req234</div>
| MULTIGRASP WEAPON PROBLEM
| MULTIGRASP WEAPON PROBLEM
| (Future)
| (В будущем)
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
|  
|  
Строка 2217: Строка 2220:
| <div id="Req235">Req235</div>
| <div id="Req235">Req235</div>
| ENTITY ARMOR ISSUES
| ENTITY ARMOR ISSUES
| Completed
| '''Завершено'''
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
|  
|  
Строка 2223: Строка 2226:
| <div id="Req236">Req236</div>
| <div id="Req236">Req236</div>
| ADVENTURE MODE BUILDING INTERACTIONS
| ADVENTURE MODE BUILDING INTERACTIONS
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2229: Строка 2232:
| <div id="Req237">Req237</div>
| <div id="Req237">Req237</div>
| ASKING ABOUT SURROUNDINGS
| ASKING ABOUT SURROUNDINGS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2235: Строка 2238:
| <div id="Req238">Req238</div>
| <div id="Req238">Req238</div>
| IMPROVE SMELTING
| IMPROVE SMELTING
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2241: Строка 2244:
| <div id="Req239">Req239</div>
| <div id="Req239">Req239</div>
| REMOVE STRANGE NOBLE REQUESTS
| REMOVE STRANGE NOBLE REQUESTS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2247: Строка 2250:
| <div id="Req240">Req240</div>
| <div id="Req240">Req240</div>
| HAVE CONTENTS CHECKED FOR BAD TRADES
| HAVE CONTENTS CHECKED FOR BAD TRADES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2253: Строка 2256:
| <div id="Req241">Req241</div>
| <div id="Req241">Req241</div>
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2259: Строка 2262:
| <div id="Req242">Req242</div>
| <div id="Req242">Req242</div>
| HIDE TRAPS FROM ADVENTURER
| HIDE TRAPS FROM ADVENTURER
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2265: Строка 2268:
| <div id="Req243">Req243</div>
| <div id="Req243">Req243</div>
| PROBLEM WITH GRAB-TEARS
| PROBLEM WITH GRAB-TEARS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2271: Строка 2274:
| <div id="Req244">Req244</div>
| <div id="Req244">Req244</div>
| PLACE CREATURES IN LARGE COMPONENTS
| PLACE CREATURES IN LARGE COMPONENTS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2277: Строка 2280:
| <div id="Req245">Req245</div>
| <div id="Req245">Req245</div>
| PROBLEM WITH FULLSCREEN FONTS
| PROBLEM WITH FULLSCREEN FONTS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2283: Строка 2286:
| <div id="Req246">Req246</div>
| <div id="Req246">Req246</div>
| FINISH USING ENTITY ITEMS
| FINISH USING ENTITY ITEMS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2289: Строка 2292:
| <div id="Req247">Req247</div>
| <div id="Req247">Req247</div>
| IMPROVE END GAME
| IMPROVE END GAME
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2295: Строка 2298:
| <div id="Req248">Req248</div>
| <div id="Req248">Req248</div>
| IMPROVED CAVE POPULATIONS
| IMPROVED CAVE POPULATIONS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2301: Строка 2304:
| <div id="Req249">Req249</div>
| <div id="Req249">Req249</div>
| ADVENTURE STORE RESTOCKING
| ADVENTURE STORE RESTOCKING
| (Future)
| (В будущем)
| 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.
| 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.
| [[#Core3|Core3]]
| [[#Core3|Core3]]
Строка 2307: Строка 2310:
| <div id="Req250">Req250</div>
| <div id="Req250">Req250</div>
| DEAL WITH HIRING RETIREES
| DEAL WITH HIRING RETIREES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2313: Строка 2316:
| <div id="Req251">Req251</div>
| <div id="Req251">Req251</div>
| PATH BLOCK MESSAGES
| PATH BLOCK MESSAGES
| Completed
| '''Завершено'''
| On a hunt job, path block message was issued repeatedly.
| On a hunt job, path block message was issued repeatedly.
|  
|  
Строка 2319: Строка 2322:
| <div id="Req252">Req252</div>
| <div id="Req252">Req252</div>
| USE BARRACKS BEDS
| USE BARRACKS BEDS
| (Future)
| (В будущем)
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
|  
|  
Строка 2325: Строка 2328:
| <div id="Req253">Req253</div>
| <div id="Req253">Req253</div>
| JUSTICE MANDATE NUMBERS
| JUSTICE MANDATE NUMBERS
| (Future)
| (В будущем)
| The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
| The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
|  
|  
Строка 2331: Строка 2334:
| <div id="Req254">Req254</div>
| <div id="Req254">Req254</div>
| ASSIGN WEAPON PREFS FROM MIL SCREEN
| ASSIGN WEAPON PREFS FROM MIL SCREEN
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2337: Строка 2340:
| <div id="Req255">Req255</div>
| <div id="Req255">Req255</div>
| IMPROVE SQUAD SELECTION
| IMPROVE SQUAD SELECTION
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2343: Строка 2346:
| <div id="Req256">Req256</div>
| <div id="Req256">Req256</div>
| BUTCHERY ISSUES
| BUTCHERY ISSUES
| (Future)
| (В будущем)
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
|  
|  
Строка 2349: Строка 2352:
| <div id="Req257">Req257</div>
| <div id="Req257">Req257</div>
| TYPES OF EATERS
| TYPES OF EATERS
| (Future)
| (В будущем)
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
|  
|  
Строка 2355: Строка 2358:
| <div id="Req258">Req258</div>
| <div id="Req258">Req258</div>
| STRANGE MOOD HELP
| STRANGE MOOD HELP
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2361: Строка 2364:
| <div id="Req259">Req259</div>
| <div id="Req259">Req259</div>
| PROBLEM WITH SLAYER NAMES
| PROBLEM WITH SLAYER NAMES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2367: Строка 2370:
| <div id="Req260">Req260</div>
| <div id="Req260">Req260</div>
| DEGREES OF BARTERING
| DEGREES OF BARTERING
| (Future)
| (В будущем)
| Merchants need to tell you the extent to which your offer failed.
| Merchants need to tell you the extent to which your offer failed.
|  
|  
Строка 2373: Строка 2376:
| <div id="Req261">Req261</div>
| <div id="Req261">Req261</div>
| BARTER CONTAINER PROBLEMS
| BARTER CONTAINER PROBLEMS
| (Future)
| (В будущем)
| In adventure mode, container contents mess up bartering in a number of ways.
| In adventure mode, container contents mess up bartering in a number of ways.
|  
|  
Строка 2379: Строка 2382:
| <div id="Req262">Req262</div>
| <div id="Req262">Req262</div>
| PROBLEMS WITH WATER
| PROBLEMS WITH WATER
| Completed
| '''Завершено'''
| Water currently rots and should be value zero.
| Water currently rots and should be value zero.
|  
|  
Строка 2385: Строка 2388:
| <div id="Req263">Req263</div>
| <div id="Req263">Req263</div>
| INAPPROPRIATE CONTAINERS
| INAPPROPRIATE CONTAINERS
| (Future)
| (В будущем)
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
|  
|  
Строка 2391: Строка 2394:
| <div id="Req264">Req264</div>
| <div id="Req264">Req264</div>
| STOP SPEAKING TO UNINTELLIGENT CREATURES
| STOP SPEAKING TO UNINTELLIGENT CREATURES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2397: Строка 2400:
| <div id="Req265">Req265</div>
| <div id="Req265">Req265</div>
| RETIREMENT ISSUES
| RETIREMENT ISSUES
| (Future)
| (В будущем)
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.
|  
|  
Строка 2403: Строка 2406:
| <div id="Req266">Req266</div>
| <div id="Req266">Req266</div>
| SITE LOOTING
| SITE LOOTING
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2409: Строка 2412:
| <div id="Req267">Req267</div>
| <div id="Req267">Req267</div>
| PERSISTENCE OF CORPSE ASSOCIATIONS
| PERSISTENCE OF CORPSE ASSOCIATIONS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2415: Строка 2418:
| <div id="Req268">Req268</div>
| <div id="Req268">Req268</div>
| ADVENTURE MODE TWEAK
| ADVENTURE MODE TWEAK
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2421: Строка 2424:
| <div id="Req269">Req269</div>
| <div id="Req269">Req269</div>
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2427: Строка 2430:
| <div id="Req270">Req270</div>
| <div id="Req270">Req270</div>
| AUTOSAVE
| AUTOSAVE
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 2433: Строка 2436:
| <div id="Req271">Req271</div>
| <div id="Req271">Req271</div>
| SAND ISSUES
| SAND ISSUES
| Completed
| '''Завершено'''
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
|  
|  
Строка 2439: Строка 2442:
| <div id="Req272">Req272</div>
| <div id="Req272">Req272</div>
| CLARIFY COIN QUOTAS
| CLARIFY COIN QUOTAS
| Completed
| '''Завершено'''
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
|  
|  
Строка 2445: Строка 2448:
| <div id="Req273">Req273</div>
| <div id="Req273">Req273</div>
| STATE OF EMERGENCY
| STATE OF EMERGENCY
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2451: Строка 2454:
| <div id="Req274">Req274</div>
| <div id="Req274">Req274</div>
| ABORTING WORLD GENERATION
| ABORTING WORLD GENERATION
| Completed
| '''Завершено'''
| Ability to leave history generation in the middle.
| Ability to leave history generation in the middle.
|  
|  
Строка 2457: Строка 2460:
| <div id="Req275">Req275</div>
| <div id="Req275">Req275</div>
| KIDNAPPING ISSUES
| KIDNAPPING ISSUES
| Completed
| '''Завершено'''
| Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
| Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
|  
|  
Строка 2463: Строка 2466:
| <div id="Req276">Req276</div>
| <div id="Req276">Req276</div>
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2469: Строка 2472:
| <div id="Req277">Req277</div>
| <div id="Req277">Req277</div>
| STRANDED NEMESES
| STRANDED NEMESES
| (Future)
| (В будущем)
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
|  
|  
Строка 2475: Строка 2478:
| <div id="Req278">Req278</div>
| <div id="Req278">Req278</div>
| COIN STACKS
| COIN STACKS
| Completed
| '''Завершено'''
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
|  
|  
Строка 2481: Строка 2484:
| <div id="Req279">Req279</div>
| <div id="Req279">Req279</div>
| MERCHANT COUNTER-OFFERS
| MERCHANT COUNTER-OFFERS
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 2487: Строка 2490:
| <div id="Req280">Req280</div>
| <div id="Req280">Req280</div>
| STAIRWAY BLOCKAGE INFORMATION
| STAIRWAY BLOCKAGE INFORMATION
| Completed
| '''Завершено'''
| Needs to tell you why stairways are blocked when you fail to move.
| Needs to tell you why stairways are blocked when you fail to move.
|  
|  
Строка 2493: Строка 2496:
| <div id="Req281">Req281</div>
| <div id="Req281">Req281</div>
| RESPECT NEMESIS INVENTORIES
| RESPECT NEMESIS INVENTORIES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2499: Строка 2502:
| <div id="Req282">Req282</div>
| <div id="Req282">Req282</div>
| ERRONEOUS COMBAT MESSAGES
| ERRONEOUS COMBAT MESSAGES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2505: Строка 2508:
| <div id="Req283">Req283</div>
| <div id="Req283">Req283</div>
| CHANGED SOME END GAME PARAMETERS
| CHANGED SOME END GAME PARAMETERS
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2511: Строка 2514:
| <div id="Req284">Req284</div>
| <div id="Req284">Req284</div>
| CONTAINER PLACEMENT
| CONTAINER PLACEMENT
| (Future)
| (В будущем)
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
|  
|  
Строка 2517: Строка 2520:
| <div id="Req285">Req285</div>
| <div id="Req285">Req285</div>
| OLD BLOODY WALLS
| OLD BLOODY WALLS
| (Future)
| (В будущем)
| Need to handle bloody river walls in dwarf mode.
| Need to handle bloody river walls in dwarf mode.
|  
|  
Строка 2523: Строка 2526:
| <div id="Req286">Req286</div>
| <div id="Req286">Req286</div>
| HUNTER SLEEP PREFS
| HUNTER SLEEP PREFS
| (Future)
| (В будущем)
| Make hunters sleep on the ground only while hunting.
| Make hunters sleep on the ground only while hunting.
|  
|  
Строка 2529: Строка 2532:
| <div id="Req287">Req287</div>
| <div id="Req287">Req287</div>
| SPECIFIC MATERIAL USE
| SPECIFIC MATERIAL USE
| (Future)
| (В будущем)
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
|  
|  
Строка 2535: Строка 2538:
| <div id="Req288">Req288</div>
| <div id="Req288">Req288</div>
| FLOODGATE PLACEMENT ISSUES
| FLOODGATE PLACEMENT ISSUES
| (Future)
| (В будущем)
| It's very common for people to get blocked off by floodgates while placing them.
| It's very common for people to get blocked off by floodgates while placing them.
|  
|  
Строка 2541: Строка 2544:
| <div id="Req289">Req289</div>
| <div id="Req289">Req289</div>
| MORE CLEANING
| MORE CLEANING
| (Future)
| (В будущем)
| Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
| Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
|  
|  
Строка 2547: Строка 2550:
| <div id="Req290">Req290</div>
| <div id="Req290">Req290</div>
| WIELD ISSUES
| WIELD ISSUES
| (Future)
| (В будущем)
| It can be confused about which object is wielded, and there are some issues about the primary hand.
| It can be confused about which object is wielded, and there are some issues about the primary hand.
|  
|  
Строка 2553: Строка 2556:
| <div id="Req291">Req291</div>
| <div id="Req291">Req291</div>
| NOBLE DEATH
| NOBLE DEATH
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2559: Строка 2562:
| <div id="Req292">Req292</div>
| <div id="Req292">Req292</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 2565: Строка 2568:
| <div id="Req293">Req293</div>
| <div id="Req293">Req293</div>
| STORAGE OPTIMIZATION
| STORAGE OPTIMIZATION
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 2571: Строка 2574:
| <div id="Req294">Req294</div>
| <div id="Req294">Req294</div>
| NO SILK ROPE SKILLS
| NO SILK ROPE SKILLS
| Completed
| '''Завершено'''
| Does clothesmaking skill go up when silk ropes are made?
| Does clothesmaking skill go up when silk ropes are made?
|  
|  
Строка 2577: Строка 2580:
| <div id="Req295">Req295</div>
| <div id="Req295">Req295</div>
| DROWNING ISSUES
| DROWNING ISSUES
| Completed
| '''Завершено'''
| Although drowning is generally harsh, there was a case of people just swimming around in the river.
| Although drowning is generally harsh, there was a case of people just swimming around in the river.
|  
|  
Строка 2583: Строка 2586:
| <div id="Req296">Req296</div>
| <div id="Req296">Req296</div>
| INDOOR PLANT DEATH
| INDOOR PLANT DEATH
| Completed
| '''Завершено'''
| Some indoor bushes would die and disappear quickly.
| Some indoor bushes would die and disappear quickly.
|  
|  
Строка 2589: Строка 2592:
| <div id="Req297">Req297</div>
| <div id="Req297">Req297</div>
| INNER DEFENDERS
| INNER DEFENDERS
| Completed
| '''Завершено'''
| The inside defenders need to occasionally go on forays or you can just pick them off at range.
| The inside defenders need to occasionally go on forays or you can just pick them off at range.
|  
|  
Строка 2595: Строка 2598:
| <div id="Req298">Req298</div>
| <div id="Req298">Req298</div>
| SLIDING UNDER ENEMIES
| SLIDING UNDER ENEMIES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2601: Строка 2604:
| <div id="Req299">Req299</div>
| <div id="Req299">Req299</div>
| RIVER SITE UPDATE
| RIVER SITE UPDATE
| Completed
| '''Завершено'''
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
|  
|  
Строка 2607: Строка 2610:
| <div id="Req300">Req300</div>
| <div id="Req300">Req300</div>
| TREE DISPLAY PROBLEM
| TREE DISPLAY PROBLEM
| (Future)
| (В будущем)
| Snow covered leafless deciduous trees aren't white.
| Snow covered leafless deciduous trees aren't white.
|  
|  
Строка 2613: Строка 2616:
| <div id="Req301">Req301</div>
| <div id="Req301">Req301</div>
| TRAP AVOIDANCE
| TRAP AVOIDANCE
| (Future)
| (В будущем)
| Invaders shouldn't fall for traps if they've seen them used.
| Invaders shouldn't fall for traps if they've seen them used.
|  
|  
Строка 2619: Строка 2622:
| <div id="Req302">Req302</div>
| <div id="Req302">Req302</div>
| ADVENTURER PROFESSIONS
| ADVENTURER PROFESSIONS
| (Future)
| (В будущем)
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.
|  
|  
Строка 2625: Строка 2628:
| <div id="Req303">Req303</div>
| <div id="Req303">Req303</div>
| ENTITY ENEMY LEGEND
| ENTITY ENEMY LEGEND
| (Future)
| (В будущем)
| If you become a town's enemy, it needs a legend event for it.
| If you become a town's enemy, it needs a legend event for it.
|  
|  
Строка 2631: Строка 2634:
| <div id="Req304">Req304</div>
| <div id="Req304">Req304</div>
| STRANGE FOOD OWNERSHIP
| STRANGE FOOD OWNERSHIP
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2637: Строка 2640:
| <div id="Req305">Req305</div>
| <div id="Req305">Req305</div>
| CHEAP BARRELS
| CHEAP BARRELS
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2643: Строка 2646:
| <div id="Req306">Req306</div>
| <div id="Req306">Req306</div>
| UNIT NAME ISSUE
| UNIT NAME ISSUE
| (Future)
| (В будущем)
| Technical problem with unit name display.
| Technical problem with unit name display.
|  
|  
Строка 2649: Строка 2652:
| <div id="Req307">Req307</div>
| <div id="Req307">Req307</div>
| BLANK TANTRUM MESSAGE
| BLANK TANTRUM MESSAGE
| Completed
| '''Завершено'''
| "(blank) is destroyed by Aliz, craftsdwarf."
| "(blank) is destroyed by Aliz, craftsdwarf."
|  
|  
Строка 2655: Строка 2658:
| <div id="Req308">Req308</div>
| <div id="Req308">Req308</div>
| FARM FERTILIZER DISPLAY
| FARM FERTILIZER DISPLAY
| Completed
| '''Завершено'''
| Show fertilizer amount for farms where it has happened.
| Show fertilizer amount for farms where it has happened.
|  
|  
Строка 2661: Строка 2664:
| <div id="Req309">Req309</div>
| <div id="Req309">Req309</div>
| CHANNEL/AQUEDUCT INTERACTIONS
| CHANNEL/AQUEDUCT INTERACTIONS
| Completed
| '''Завершено'''
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.
|  
|  
Строка 2667: Строка 2670:
| <div id="Req310">Req310</div>
| <div id="Req310">Req310</div>
| ITEM NAME ISSUE
| ITEM NAME ISSUE
| Completed
| '''Завершено'''
| Technical problem with item name display.
| Technical problem with item name display.
|  
|  
Строка 2673: Строка 2676:
| <div id="Req311">Req311</div>
| <div id="Req311">Req311</div>
| MELEE TRAINING ISSUE
| MELEE TRAINING ISSUE
| Completed
| '''Завершено'''
| Melee training seems to be deadly again.
| Melee training seems to be deadly again.
|  
|  
Строка 2679: Строка 2682:
| <div id="Req312">Req312</div>
| <div id="Req312">Req312</div>
| DOUBLE IMPROVEMENTS
| DOUBLE IMPROVEMENTS
| (Future)
| (В будущем)
| Artifact was studded with gold and gold.
| Artifact was studded with gold and gold.
|  
|  
Строка 2685: Строка 2688:
| <div id="Req313">Req313</div>
| <div id="Req313">Req313</div>
| ROAD BUILDING
| ROAD BUILDING
| (Future)
| (В будущем)
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
|  
|  
Строка 2691: Строка 2694:
| <div id="Req314">Req314</div>
| <div id="Req314">Req314</div>
| LEGEND DISPLAY PROBLEM
| LEGEND DISPLAY PROBLEM
| (Future)
| (В будущем)
| Long history names busted -- it should instead place it on two lines if possible.
| Long history names busted -- it should instead place it on two lines if possible.
|  
|  
Строка 2697: Строка 2700:
| <div id="Req315">Req315</div>
| <div id="Req315">Req315</div>
| REPEAT ATTACK BUTTON
| REPEAT ATTACK BUTTON
| (Future)
| (В будущем)
| Repeat attack button, esp. for specific wrestling.
| Repeat attack button, esp. for specific wrestling.
|  
|  
Строка 2703: Строка 2706:
| <div id="Req316">Req316</div>
| <div id="Req316">Req316</div>
| WAIT KEY
| WAIT KEY
| Completed
| '''Завершено'''
| Wait key in adventure mode.
| Wait key in adventure mode.
|  
|  
Строка 2709: Строка 2712:
| <div id="Req317">Req317</div>
| <div id="Req317">Req317</div>
| CORRECT AGING
| CORRECT AGING
| (Future)
| (В будущем)
| Need creatures to age properly when reloaded, incl. retirees.
| Need creatures to age properly when reloaded, incl. retirees.
|  
|  
Строка 2715: Строка 2718:
| <div id="Req318">Req318</div>
| <div id="Req318">Req318</div>
| ALCHEMY PILE
| ALCHEMY PILE
| (Future)
| (В будущем)
| Alchemical pile filled with lye, vials and so on.
| Alchemical pile filled with lye, vials and so on.
|  
|  
Строка 2721: Строка 2724:
| <div id="Req319">Req319</div>
| <div id="Req319">Req319</div>
| WAKE UP!
| WAKE UP!
| Completed
| '''Завершено'''
| Adventure mode sleep needs to clear upon being attacked.
| Adventure mode sleep needs to clear upon being attacked.
|  
|  
Строка 2727: Строка 2730:
| <div id="Req320">Req320</div>
| <div id="Req320">Req320</div>
| NAMING ISSUE
| NAMING ISSUE
| (Future)
| (В будущем)
| There's an issue with some unit names
| There's an issue with some unit names
|  
|  
Строка 2733: Строка 2736:
| <div id="Req321">Req321</div>
| <div id="Req321">Req321</div>
| ARCHERY PRACTICE GROUNDING
| ARCHERY PRACTICE GROUNDING
| Completed
| '''Завершено'''
| While doing archery practice, people that were grounded don't stand up until it's over.
| While doing archery practice, people that were grounded don't stand up until it's over.
|  
|  
Строка 2739: Строка 2742:
| <div id="Req322">Req322</div>
| <div id="Req322">Req322</div>
| COIN BATCH ISSUE
| COIN BATCH ISSUE
| Completed
| '''Завершено'''
| Potential problems with coin batches for non-currencies. Need to check.
| Potential problems with coin batches for non-currencies. Need to check.
|  
|  
Строка 2745: Строка 2748:
| <div id="Req323">Req323</div>
| <div id="Req323">Req323</div>
| BREAK EXPLOIT
| BREAK EXPLOIT
| (Future)
| (В будущем)
| Can draft then undraft to end breaks.
| Can draft then undraft to end breaks.
|  
|  
Строка 2751: Строка 2754:
| <div id="Req324">Req324</div>
| <div id="Req324">Req324</div>
| PROACTIVE BEAST ATTACKERS
| PROACTIVE BEAST ATTACKERS
| (Future)
| (В будущем)
| The large beasts could afford to be slightly more aggressive.
| The large beasts could afford to be slightly more aggressive.
|  
|  
Строка 2757: Строка 2760:
| <div id="Req325">Req325</div>
| <div id="Req325">Req325</div>
| PUNGENT BUGS
| PUNGENT BUGS
| (Future)
| (В будущем)
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
|  
|  
Строка 2763: Строка 2766:
| <div id="Req326">Req326</div>
| <div id="Req326">Req326</div>
| HARDER FISHING
| HARDER FISHING
| (Future)
| (В будущем)
| Fishing is a little too easy, maybe.
| Fishing is a little too easy, maybe.
|  
|  
Строка 2769: Строка 2772:
| <div id="Req327">Req327</div>
| <div id="Req327">Req327</div>
| CORPSE PROCESSING
| CORPSE PROCESSING
| (Future)
| (В будущем)
| Can process corpse to eat etc if you have a sharp object.
| Can process corpse to eat etc if you have a sharp object.
|  
|  
Строка 2775: Строка 2778:
| <div id="Req328">Req328</div>
| <div id="Req328">Req328</div>
| NAMING ISSUE
| NAMING ISSUE
| (Future)
| (В будущем)
| Issue with some unit names.
| Issue with some unit names.
|  
|  
Строка 2781: Строка 2784:
| <div id="Req329">Req329</div>
| <div id="Req329">Req329</div>
| STRANGE POPULATION ISSUES
| STRANGE POPULATION ISSUES
| Completed
| '''Завершено'''
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
|  
|  
Строка 2787: Строка 2790:
| <div id="Req330">Req330</div>
| <div id="Req330">Req330</div>
| CHARGE CHANGE
| CHARGE CHANGE
| (Future)
| (В будущем)
| Knock-backs without people falling on the ground should be more common in charging.
| Knock-backs without people falling on the ground should be more common in charging.
|  
|  
Строка 2793: Строка 2796:
| <div id="Req331">Req331</div>
| <div id="Req331">Req331</div>
| ATTACK OPPORTUNITY NUMBERS
| ATTACK OPPORTUNITY NUMBERS
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2799: Строка 2802:
| <div id="Req332">Req332</div>
| <div id="Req332">Req332</div>
| SHORT JOB NAMES
| SHORT JOB NAMES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2805: Строка 2808:
| <div id="Req333">Req333</div>
| <div id="Req333">Req333</div>
| RESPECT CONTAINER CAPACITY ON PICKUP
| RESPECT CONTAINER CAPACITY ON PICKUP
| (Future)
| (В будущем)
| Container capacity needs to be respected on pickup as it is with the put command.
| Container capacity needs to be respected on pickup as it is with the put command.
|  
|  
Строка 2811: Строка 2814:
| <div id="Req334">Req334</div>
| <div id="Req334">Req334</div>
| CRASHING ISSUE I
| CRASHING ISSUE I
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 2817: Строка 2820:
| <div id="Req335">Req335</div>
| <div id="Req335">Req335</div>
| INFESTATION FREQUENCIES
| INFESTATION FREQUENCIES
| Completed
| '''Завершено'''
| The creatures selected to infest caves don't respect their population frequencies.
| The creatures selected to infest caves don't respect their population frequencies.
|  
|  
Строка 2823: Строка 2826:
| <div id="Req336">Req336</div>
| <div id="Req336">Req336</div>
| GOOD/EVIL/SAVAGERY VERMIN CHECKS
| GOOD/EVIL/SAVAGERY VERMIN CHECKS
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2829: Строка 2832:
| <div id="Req337">Req337</div>
| <div id="Req337">Req337</div>
| IN-GAME SNAPSHOTS
| IN-GAME SNAPSHOTS
| Completed
| '''Завершено'''
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
|  
|  
Строка 2835: Строка 2838:
| <div id="Req338">Req338</div>
| <div id="Req338">Req338</div>
| MEMMAP ISSUES
| MEMMAP ISSUES
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2841: Строка 2844:
| <div id="Req339">Req339</div>
| <div id="Req339">Req339</div>
| MYSTERY WEB
| MYSTERY WEB
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 2847: Строка 2850:
| <div id="Req340">Req340</div>
| <div id="Req340">Req340</div>
| FIRE FLOW SLAYER CREDIT
| FIRE FLOW SLAYER CREDIT
| (Future)
| (В будущем)
| Creatures don't get credit for killing creatures directly with flows.
| Creatures don't get credit for killing creatures directly with flows.
|  
|  
Строка 2853: Строка 2856:
| <div id="Req341">Req341</div>
| <div id="Req341">Req341</div>
| RIVER LOOPS
| RIVER LOOPS
| Completed
| '''Завершено'''
| The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
| The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
|  
|  
Строка 2859: Строка 2862:
| <div id="Req342">Req342</div>
| <div id="Req342">Req342</div>
| FROZEN WATER DISAGREEMENT
| FROZEN WATER DISAGREEMENT
| Completed
| '''Завершено'''
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
|  
|  
Строка 2865: Строка 2868:
| <div id="Req343">Req343</div>
| <div id="Req343">Req343</div>
| CORNER DOOR DETAILING
| CORNER DOOR DETAILING
| Completed
| '''Завершено'''
| 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.
| 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.
|  
|  
Строка 2871: Строка 2874:
| <div id="Req344">Req344</div>
| <div id="Req344">Req344</div>
| TOWN ANIMALS UNDER THREAT
| TOWN ANIMALS UNDER THREAT
| (Future)
| (В будущем)
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
|  
|  
Строка 2877: Строка 2880:
| <div id="Req345">Req345</div>
| <div id="Req345">Req345</div>
| REST/SLEEP CONFLICT
| REST/SLEEP CONFLICT
| Completed
| '''Завершено'''
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
|  
|  
Строка 2883: Строка 2886:
| <div id="Req346">Req346</div>
| <div id="Req346">Req346</div>
| PROJECTILES FALLING THROUGH FLOORS
| PROJECTILES FALLING THROUGH FLOORS
| Completed
| '''Завершено'''
| Corpse pieces have occasionally been observed falling through the floor.
| Corpse pieces have occasionally been observed falling through the floor.
|  
|  
Строка 2889: Строка 2892:
| <div id="Req347">Req347</div>
| <div id="Req347">Req347</div>
| ERRONEOUS FOOD OWNERSHIP
| ERRONEOUS FOOD OWNERSHIP
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2895: Строка 2898:
| <div id="Req348">Req348</div>
| <div id="Req348">Req348</div>
| SURROUNDING CHAT BIOME VERIFICATION
| SURROUNDING CHAT BIOME VERIFICATION
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2901: Строка 2904:
| <div id="Req349">Req349</div>
| <div id="Req349">Req349</div>
| PATH FIND ALTERATIONS
| PATH FIND ALTERATIONS
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2907: Строка 2910:
| <div id="Req350">Req350</div>
| <div id="Req350">Req350</div>
| CRASH ISSUE ON BODY PART VIEW
| CRASH ISSUE ON BODY PART VIEW
| Completed
| '''Завершено'''
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
|  
|  
Строка 2913: Строка 2916:
| <div id="Req351">Req351</div>
| <div id="Req351">Req351</div>
| PET INFO CRASH
| PET INFO CRASH
| Completed
| '''Завершено'''
| There was a crash related to null pet and owner pointers inside some pet info.
| There was a crash related to null pet and owner pointers inside some pet info.
|  
|  
Строка 2919: Строка 2922:
| <div id="Req352">Req352</div>
| <div id="Req352">Req352</div>
| TEMPERATURE FLOW SLAYERS
| TEMPERATURE FLOW SLAYERS
| (Future)
| (В будущем)
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
|  
|  
Строка 2925: Строка 2928:
| <div id="Req353">Req353</div>
| <div id="Req353">Req353</div>
| PROJECTILES AND FLOWS
| PROJECTILES AND FLOWS
| (Future)
| (В будущем)
| Some projectiles survive environmental effects unaffected.
| Some projectiles survive environmental effects unaffected.
|  
|  
Строка 2931: Строка 2934:
| <div id="Req354">Req354</div>
| <div id="Req354">Req354</div>
| DIAGONAL FLOW PATHS
| DIAGONAL FLOW PATHS
| (Future)
| (В будущем)
| Diagonal-tending dragonfire has a tendency to wrap backward.
| Diagonal-tending dragonfire has a tendency to wrap backward.
|  
|  
Строка 2937: Строка 2940:
| <div id="Req355">Req355</div>
| <div id="Req355">Req355</div>
| LIQUID CREATURE SUPPORT
| LIQUID CREATURE SUPPORT
| (Future)
| (В будущем)
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.
|  
|  
Строка 2943: Строка 2946:
| <div id="Req356">Req356</div>
| <div id="Req356">Req356</div>
| GRASS-TREE BURN SPEEDS
| GRASS-TREE BURN SPEEDS
| (Future)
| (В будущем)
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
|  
|  
Строка 2949: Строка 2952:
| <div id="Req357">Req357</div>
| <div id="Req357">Req357</div>
| FIRE AND TEMPERATURE
| FIRE AND TEMPERATURE
| (Future)
| (В будущем)
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
|  
|  
Строка 2955: Строка 2958:
| <div id="Req358">Req358</div>
| <div id="Req358">Req358</div>
| CONTAMINANT MATERIALS
| CONTAMINANT MATERIALS
| (Future)
| (В будущем)
| Contaminant materials need to be tracked more carefully.
| Contaminant materials need to be tracked more carefully.
|  
|  
Строка 2961: Строка 2964:
| <div id="Req359">Req359</div>
| <div id="Req359">Req359</div>
| CONTAMINANT TEMPERATURE EFFECTS
| CONTAMINANT TEMPERATURE EFFECTS
| (Future)
| (В будущем)
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
|  
|  
Строка 2967: Строка 2970:
| <div id="Req360">Req360</div>
| <div id="Req360">Req360</div>
| TEMPERATURE AND ROTTING
| TEMPERATURE AND ROTTING
| (Future)
| (В будущем)
| 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.
| 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.
|  
|  
Строка 2973: Строка 2976:
| <div id="Req361">Req361</div>
| <div id="Req361">Req361</div>
| CORE TEMPERATURE VS EXTREMITIES
| CORE TEMPERATURE VS EXTREMITIES
| (Future)
| (В будущем)
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
|  
|  
Строка 2979: Строка 2982:
| <div id="Req362">Req362</div>
| <div id="Req362">Req362</div>
| CREATURE SUBTYPES AND TEMPERATURE
| CREATURE SUBTYPES AND TEMPERATURE
| (Future)
| (В будущем)
| The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
| The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
|  
|  
Строка 2985: Строка 2988:
| <div id="Req363">Req363</div>
| <div id="Req363">Req363</div>
| VERMIN AND TEMPERATURE
| VERMIN AND TEMPERATURE
| (Future)
| (В будущем)
| Vermin are currently unaffected by temperature and flows.
| Vermin are currently unaffected by temperature and flows.
|  
|  
Строка 2991: Строка 2994:
| <div id="Req364">Req364</div>
| <div id="Req364">Req364</div>
| VENOM... BARRELS?
| VENOM... BARRELS?
| (Future)
| (В будущем)
| Traders bring venom in barrels instead of vials. This might be excessive.
| Traders bring venom in barrels instead of vials. This might be excessive.
|  
|  
Строка 2997: Строка 3000:
| <div id="Req365">Req365</div>
| <div id="Req365">Req365</div>
| AGGRESSIVE SAPLING GROWTH
| AGGRESSIVE SAPLING GROWTH
| (Future)
| (В будущем)
| Saplings seem to show up all over the place, including under lava or water. Might be handled.
| Saplings seem to show up all over the place, including under lava or water. Might be handled.
|  
|  
Строка 3003: Строка 3006:
| <div id="Req366">Req366</div>
| <div id="Req366">Req366</div>
| DISTANT OFFICERS
| DISTANT OFFICERS
| (Future)
| (В будущем)
| It will often select the worst possible officer for a case. It should consider distance issues, for example.
| It will often select the worst possible officer for a case. It should consider distance issues, for example.
|  
|  
Строка 3009: Строка 3012:
| <div id="Req367">Req367</div>
| <div id="Req367">Req367</div>
| LOST FOOD
| LOST FOOD
| (Future)
| (В будущем)
| The eat job sometimes loses control over the munchy's location.
| The eat job sometimes loses control over the munchy's location.
|  
|  
Строка 3015: Строка 3018:
| <div id="Req368">Req368</div>
| <div id="Req368">Req368</div>
| THE WELL BUCKET AND MAGMA
| THE WELL BUCKET AND MAGMA
| (Future)
| (В будущем)
| The well bucket is not affected by local temperatures as it should be when it descends.
| The well bucket is not affected by local temperatures as it should be when it descends.
|  
|  
Строка 3021: Строка 3024:
| <div id="Req369">Req369</div>
| <div id="Req369">Req369</div>
| MISSING UNIFORM
| MISSING UNIFORM
| (Future)
| (В будущем)
| When resetting clothing for temperature conditions, it can destroy guard uniforms.
| When resetting clothing for temperature conditions, it can destroy guard uniforms.
|  
|  
Строка 3027: Строка 3030:
| <div id="Req370">Req370</div>
| <div id="Req370">Req370</div>
| EATING IN STRANGE ROOMS
| EATING IN STRANGE ROOMS
| (Future)
| (В будущем)
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
|  
|  
Строка 3033: Строка 3036:
| <div id="Req371">Req371</div>
| <div id="Req371">Req371</div>
| AXE USE DEACTIVATED
| AXE USE DEACTIVATED
| (Future)
| (В будущем)
| Deactivating squads can do strange things to axe use preference.
| Deactivating squads can do strange things to axe use preference.
|  
|  
Строка 3039: Строка 3042:
| <div id="Req372">Req372</div>
| <div id="Req372">Req372</div>
| TANTRUM EXHAUSTION
| TANTRUM EXHAUSTION
| (Future)
| (В будущем)
| Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
| Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
|  
|  
Строка 3045: Строка 3048:
| <div id="Req373">Req373</div>
| <div id="Req373">Req373</div>
| RAMP WALLS
| RAMP WALLS
| Completed
| '''Завершено'''
| There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
| There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
|  
|  
Строка 3051: Строка 3054:
| <div id="Req374">Req374</div>
| <div id="Req374">Req374</div>
| PET CAP
| PET CAP
| (Future)
| (В будущем)
| Evaluate alternatives to the 50 per type animal cap.
| Evaluate alternatives to the 50 per type animal cap.
|  
|  
Строка 3057: Строка 3060:
| <div id="Req375">Req375</div>
| <div id="Req375">Req375</div>
| OTHER CAVES
| OTHER CAVES
| (Future)
| (В будущем)
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
|  
|  
Строка 3063: Строка 3066:
| <div id="Req376">Req376</div>
| <div id="Req376">Req376</div>
| ADV MODE LIGHTING PROBLEMS
| ADV MODE LIGHTING PROBLEMS
| (Future)
| (В будущем)
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
|  
|  
Строка 3069: Строка 3072:
| <div id="Req377">Req377</div>
| <div id="Req377">Req377</div>
| AMAZING VERMIN ENTRY
| AMAZING VERMIN ENTRY
| (Future)
| (В будущем)
| Eater vermin from map features can get into things that are impossible to get into.
| Eater vermin from map features can get into things that are impossible to get into.
|  
|  
Строка 3075: Строка 3078:
| <div id="Req378">Req378</div>
| <div id="Req378">Req378</div>
| LACK OF FLUID MIXING IN CONTAINERS
| LACK OF FLUID MIXING IN CONTAINERS
| (Future)
| (В будущем)
| It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
| It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
|  
|  
Строка 3081: Строка 3084:
| <div id="Req379">Req379</div>
| <div id="Req379">Req379</div>
| TRAILS AND ROADS
| TRAILS AND ROADS
| (Future)
| (В будущем)
| There should be trails and roads all over the place in civilized areas.
| There should be trails and roads all over the place in civilized areas.
|  
|  
Строка 3087: Строка 3090:
| <div id="Req380">Req380</div>
| <div id="Req380">Req380</div>
| AREA DIFFICULTIES
| AREA DIFFICULTIES
| (Future)
| (В будущем)
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
|  
|  
Строка 3093: Строка 3096:
| <div id="Req381">Req381</div>
| <div id="Req381">Req381</div>
| MOOD WORKSHOP
| MOOD WORKSHOP
| (Future)
| (В будущем)
| There should be additional indicators of which workshop has been taken over by a mood dwarf.
| There should be additional indicators of which workshop has been taken over by a mood dwarf.
|  
|  
Строка 3099: Строка 3102:
| <div id="Req382">Req382</div>
| <div id="Req382">Req382</div>
| OFFER CONFIRMATION
| OFFER CONFIRMATION
| (Future)
| (В будущем)
| A confirmation might be helpful for making offerings in the depot.
| A confirmation might be helpful for making offerings in the depot.
|  
|  
Строка 3105: Строка 3108:
| <div id="Req383">Req383</div>
| <div id="Req383">Req383</div>
| RAW FISH NAME
| RAW FISH NAME
| (Future)
| (В будущем)
| Raw fish might need to be renamed for clarity
| Raw fish might need to be renamed for clarity
|  
|  
Строка 3111: Строка 3114:
| <div id="Req384">Req384</div>
| <div id="Req384">Req384</div>
| BUILDING JOB CHECKS
| BUILDING JOB CHECKS
| (Future)
| (В будущем)
| Need to look into how often buildings do job checks and when they reset their counters.
| Need to look into how often buildings do job checks and when they reset their counters.
|  
|  
Строка 3117: Строка 3120:
| <div id="Req385">Req385</div>
| <div id="Req385">Req385</div>
| HAUL JOB OVERRIDES
| HAUL JOB OVERRIDES
| (Future)
| (В будущем)
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
|  
|  
Строка 3123: Строка 3126:
| <div id="Req386">Req386</div>
| <div id="Req386">Req386</div>
| PERSISTENT CURSOR POSITION
| PERSISTENT CURSOR POSITION
| (Future)
| (В будущем)
| There are some mode changes in dwarf mode where the cursor position should persist.
| There are some mode changes in dwarf mode where the cursor position should persist.
|  
|  
Строка 3129: Строка 3132:
| <div id="Req387">Req387</div>
| <div id="Req387">Req387</div>
| TOTAL PROFESSION NUMBERS
| TOTAL PROFESSION NUMBERS
| (Future)
| (В будущем)
| There should be a way to view the total numbers enabled for each labor list item.
| There should be a way to view the total numbers enabled for each labor list item.
|  
|  
Строка 3135: Строка 3138:
| <div id="Req388">Req388</div>
| <div id="Req388">Req388</div>
| ROOM QUALITY DISPLAY
| ROOM QUALITY DISPLAY
| (Future)
| (В будущем)
| There should be an easier way to view the quality of a room.
| There should be an easier way to view the quality of a room.
|  
|  
Строка 3141: Строка 3144:
| <div id="Req389">Req389</div>
| <div id="Req389">Req389</div>
| PERSONAL ROOM TRAFFIC
| PERSONAL ROOM TRAFFIC
| (Future)
| (В будущем)
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
|  
|  
Строка 3147: Строка 3150:
| <div id="Req390">Req390</div>
| <div id="Req390">Req390</div>
| JOB INFORMATION
| JOB INFORMATION
| (Future)
| (В будущем)
| You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
| You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
|  
|  
Строка 3153: Строка 3156:
| <div id="Req391">Req391</div>
| <div id="Req391">Req391</div>
| WOUNDED BABY CARE
| WOUNDED BABY CARE
| (Future)
| (В будущем)
| Mothers don't care if their babies are wounded, even if they are being carried at the time.
| Mothers don't care if their babies are wounded, even if they are being carried at the time.
|  
|  
Строка 3159: Строка 3162:
| <div id="Req392">Req392</div>
| <div id="Req392">Req392</div>
| HAULING ORDERS
| HAULING ORDERS
| (Future)
| (В будущем)
| More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
| More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
|  
|  
Строка 3165: Строка 3168:
| <div id="Req393">Req393</div>
| <div id="Req393">Req393</div>
| MINING SKILL SETTINGS
| MINING SKILL SETTINGS
| (Future)
| (В будущем)
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
|  
|  
Строка 3171: Строка 3174:
| <div id="Req394">Req394</div>
| <div id="Req394">Req394</div>
| VARIOUS COMPENSATION METHODS
| VARIOUS COMPENSATION METHODS
| (Future)
| (В будущем)
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
|  
|  
Строка 3177: Строка 3180:
| <div id="Req395">Req395</div>
| <div id="Req395">Req395</div>
| HOLDING ARTIFACTS
| HOLDING ARTIFACTS
| (Future)
| (В будущем)
| There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
| There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
|  
|  
Строка 3183: Строка 3186:
| <div id="Req396">Req396</div>
| <div id="Req396">Req396</div>
| OBSTACLE HANDLING FOR BUILDERS AND MINERS
| OBSTACLE HANDLING FOR BUILDERS AND MINERS
| (Future)
| (В будущем)
| When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
| When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
|  
|  
Строка 3189: Строка 3192:
| <div id="Req397">Req397</div>
| <div id="Req397">Req397</div>
| ERRONEOUS CAGED UNIT DEATHS
| ERRONEOUS CAGED UNIT DEATHS
| (Future)
| (В будущем)
| A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
| A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
|  
|  
Строка 3195: Строка 3198:
| <div id="Req398">Req398</div>
| <div id="Req398">Req398</div>
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL
| (Future)
| (В будущем)
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
|  
|  
Строка 3201: Строка 3204:
| <div id="Req399">Req399</div>
| <div id="Req399">Req399</div>
| DIRT ROADS ON ICE
| DIRT ROADS ON ICE
| (Future)
| (В будущем)
| When roads are built over ice, trampled dirt can be created spontaneously.
| When roads are built over ice, trampled dirt can be created spontaneously.
|  
|  
Строка 3207: Строка 3210:
| <div id="Req400">Req400</div>
| <div id="Req400">Req400</div>
| DYED CLOTH STOCKPILE SEPARATION
| DYED CLOTH STOCKPILE SEPARATION
| (Future)
| (В будущем)
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
|  
|  
Строка 3213: Строка 3216:
| <div id="Req401">Req401</div>
| <div id="Req401">Req401</div>
| PREMATURE TRADE SCREEN EXITS
| PREMATURE TRADE SCREEN EXITS
| (Future)
| (В будущем)
| It's easy to skip out of the trade agreement screens without knowing what happened.
| It's easy to skip out of the trade agreement screens without knowing what happened.
|  
|  
Строка 3219: Строка 3222:
| <div id="Req402">Req402</div>
| <div id="Req402">Req402</div>
| SAVE TO MAIN MENU TRANSITION
| SAVE TO MAIN MENU TRANSITION
| (Future)
| (В будущем)
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
|  
|  
Строка 3225: Строка 3228:
| <div id="Req403">Req403</div>
| <div id="Req403">Req403</div>
| DAMBLOCK OPTS
| DAMBLOCK OPTS
| (Future)
| (В будущем)
| There are some optimizations that can be made to the damage blocking calculations.
| There are some optimizations that can be made to the damage blocking calculations.
|  
|  
Строка 3231: Строка 3234:
| <div id="Req404">Req404</div>
| <div id="Req404">Req404</div>
| STILL BARRELS
| STILL BARRELS
| (Future)
| (В будущем)
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
|  
|  
Строка 3237: Строка 3240:
| <div id="Req405">Req405</div>
| <div id="Req405">Req405</div>
| VERMIN TRACKING
| VERMIN TRACKING
| (Future)
| (В будущем)
| There are some problems with the accounting of vermin populations.
| There are some problems with the accounting of vermin populations.
|  
|  
Строка 3243: Строка 3246:
| <div id="Req406">Req406</div>
| <div id="Req406">Req406</div>
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU
| (Future)
| (В будущем)
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
|  
|  
Строка 3249: Строка 3252:
| <div id="Req407">Req407</div>
| <div id="Req407">Req407</div>
| RECLAIM STACKS
| RECLAIM STACKS
| (Future)
| (В будущем)
| On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
| On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
|  
|  
Строка 3255: Строка 3258:
| <div id="Req408">Req408</div>
| <div id="Req408">Req408</div>
| DOMESTICATION AND ENTITY DEFS
| DOMESTICATION AND ENTITY DEFS
| (Future)
| (В будущем)
| The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
| The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
|  
|  
Строка 3261: Строка 3264:
| <div id="Req409">Req409</div>
| <div id="Req409">Req409</div>
| BAG RESERVES
| BAG RESERVES
| (Future)
| (В будущем)
| The ability to reserve bags for uses other than seed storage would be useful.
| The ability to reserve bags for uses other than seed storage would be useful.
|  
|  
Строка 3267: Строка 3270:
| <div id="Req410">Req410</div>
| <div id="Req410">Req410</div>
| KITCHEN ISSUES
| KITCHEN ISSUES
| (Future)
| (В будущем)
| It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
| It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
|  
|  
Строка 3273: Строка 3276:
| <div id="Req411">Req411</div>
| <div id="Req411">Req411</div>
| ZOOMING AROUND
| ZOOMING AROUND
| (Future)
| (В будущем)
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
|  
|  
Строка 3279: Строка 3282:
| <div id="Req412">Req412</div>
| <div id="Req412">Req412</div>
| DROWSINESS VS. KNOCKOUTS
| DROWSINESS VS. KNOCKOUTS
| (Future)
| (В будущем)
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.
|  
|  
Строка 3285: Строка 3288:
| <div id="Req413">Req413</div>
| <div id="Req413">Req413</div>
| PAIRED ITEMS ON ARMOR STANDS
| PAIRED ITEMS ON ARMOR STANDS
| (Future)
| (В будущем)
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
|  
|  
Строка 3291: Строка 3294:
| <div id="Req414">Req414</div>
| <div id="Req414">Req414</div>
| EQUIPMENT STORAGE
| EQUIPMENT STORAGE
| (Future)
| (В будущем)
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.
|  
|  
Строка 3297: Строка 3300:
| <div id="Req415">Req415</div>
| <div id="Req415">Req415</div>
| SCHEDULING ISSUES
| SCHEDULING ISSUES
| (Future)
| (В будущем)
| There are some minor adventure mode town schedule issues that need addressing.
| There are some minor adventure mode town schedule issues that need addressing.
|  
|  
Строка 3303: Строка 3306:
| <div id="Req416">Req416</div>
| <div id="Req416">Req416</div>
| PAIRED IMPROVEMENTS
| PAIRED IMPROVEMENTS
| (Future)
| (В будущем)
| For the most part, improvements on pregenerated paired items should be made identical.
| For the most part, improvements on pregenerated paired items should be made identical.
|  
|  
Строка 3309: Строка 3312:
| <div id="Req417">Req417</div>
| <div id="Req417">Req417</div>
| "WATER"SKINS?
| "WATER"SKINS?
| (Future)
| (В будущем)
| Military dwarves should be apt to carry booze instead of water.
| Military dwarves should be apt to carry booze instead of water.
|  
|  
Строка 3315: Строка 3318:
| <div id="Req418">Req418</div>
| <div id="Req418">Req418</div>
| WEIGHT AND VALUE PROBLEMS
| WEIGHT AND VALUE PROBLEMS
| (Future)
| (В будущем)
| There are a lot of inconsistencies with weight and value numbers in the raws.
| There are a lot of inconsistencies with weight and value numbers in the raws.
|  
|  
Строка 3321: Строка 3324:
| <div id="Req419">Req419</div>
| <div id="Req419">Req419</div>
| PRICE SETTER STORAGE
| PRICE SETTER STORAGE
| (Future)
| (В будущем)
| Technical issue with price setter storage.
| Technical issue with price setter storage.
|  
|  
Строка 3327: Строка 3330:
| <div id="Req420">Req420</div>
| <div id="Req420">Req420</div>
| DRINK JOB CONNECTION CHECKS
| DRINK JOB CONNECTION CHECKS
| (Future)
| (В будущем)
| Some drink jobs don't check connectivity correctly.
| Some drink jobs don't check connectivity correctly.
|  
|  
Строка 3333: Строка 3336:
| <div id="Req421">Req421</div>
| <div id="Req421">Req421</div>
| BUILDING NAMES
| BUILDING NAMES
| (Future)
| (В будущем)
| Custom names for buildings. For stockpiles they can be inherited by containers.
| Custom names for buildings. For stockpiles they can be inherited by containers.
|  
|  
Строка 3339: Строка 3342:
| <div id="Req422">Req422</div>
| <div id="Req422">Req422</div>
| ROCKY ROAD
| ROCKY ROAD
| (Future)
| (В будущем)
| Road building can be annoying on rocky maps.
| Road building can be annoying on rocky maps.
|  
|  
Строка 3345: Строка 3348:
| <div id="Req423">Req423</div>
| <div id="Req423">Req423</div>
| WEALTH OVERCOUNTS
| WEALTH OVERCOUNTS
| (Future)
| (В будущем)
| Held/worn items are counted too much toward fortress wealth.
| Held/worn items are counted too much toward fortress wealth.
|  
|  
Строка 3351: Строка 3354:
| <div id="Req424">Req424</div>
| <div id="Req424">Req424</div>
| PLANTING CANCELLATIONS
| PLANTING CANCELLATIONS
| (Future)
| (В будущем)
| Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
| Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
|  
|  
Строка 3357: Строка 3360:
| <div id="Req425">Req425</div>
| <div id="Req425">Req425</div>
| DWARVEN WAGONS
| DWARVEN WAGONS
| Completed
| '''Завершено'''
| Dwarves have wagons, so they should use them to trade.
| Dwarves have wagons, so they should use them to trade.
|  
|  
Строка 3363: Строка 3366:
| <div id="Req426">Req426</div>
| <div id="Req426">Req426</div>
| WATERFALL EDGES
| WATERFALL EDGES
| (Future)
| (В будущем)
| Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
| Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
|  
|  
Строка 3369: Строка 3372:
| <div id="Req427">Req427</div>
| <div id="Req427">Req427</div>
| ELITE SOLDIER SETTINGS
| ELITE SOLDIER SETTINGS
| (Future)
| (В будущем)
| You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
| You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
|  
|  
Строка 3375: Строка 3378:
| <div id="Req428">Req428</div>
| <div id="Req428">Req428</div>
| TASK PRIORITIES
| TASK PRIORITIES
| (Future)
| (В будущем)
| It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
| It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
|  
|  
Строка 3381: Строка 3384:
| <div id="Req429">Req429</div>
| <div id="Req429">Req429</div>
| FARM SETTINGS LOST
| FARM SETTINGS LOST
| (Future)
| (В будущем)
| It can destroy preset crop selections for future seasons when there's a problem with the current season.
| It can destroy preset crop selections for future seasons when there's a problem with the current season.
|  
|  
Строка 3387: Строка 3390:
| <div id="Req430">Req430</div>
| <div id="Req430">Req430</div>
| JOB POSSIBILITIES DISPLAYED
| JOB POSSIBILITIES DISPLAYED
| (Future)
| (В будущем)
| When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
| When adding jobs to workshops, it should be more clear which jobs could actually be '''Завершено''' at that time.
|  
|  
|-
|-
| <div id="Req431">Req431</div>
| <div id="Req431">Req431</div>
| EQUIPMENT CLEANING
| EQUIPMENT CLEANING
| (Future)
| (В будущем)
| You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
| You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
|  
|  
Строка 3399: Строка 3402:
| <div id="Req432">Req432</div>
| <div id="Req432">Req432</div>
| SETUP SCREEN CHANGES
| SETUP SCREEN CHANGES
| (Future)
| (В будущем)
| Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
| Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
|  
|  
Строка 3405: Строка 3408:
| <div id="Req433">Req433</div>
| <div id="Req433">Req433</div>
| FLOATING
| FLOATING
| (Future)
| (В будущем)
| Objects with proper densities should float in liquids. This should also apply to swimming creatures.
| Objects with proper densities should float in liquids. This should also apply to swimming creatures.
|  
|  
Строка 3411: Строка 3414:
| <div id="Req434">Req434</div>
| <div id="Req434">Req434</div>
| MESSAGE CONTROL
| MESSAGE CONTROL
| (Future)
| (В будущем)
| All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
| All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
|  
|  
Строка 3417: Строка 3420:
| <div id="Req435">Req435</div>
| <div id="Req435">Req435</div>
| SETTINGS FOR BASIC JOBS
| SETTINGS FOR BASIC JOBS
| (Future)
| (В будущем)
| There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
| There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
|  
|  
Строка 3423: Строка 3426:
| <div id="Req436">Req436</div>
| <div id="Req436">Req436</div>
| EQUIPMENT DISPOSAL
| EQUIPMENT DISPOSAL
| (Future)
| (В будущем)
| There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
| There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
|  
|  
Строка 3429: Строка 3432:
| <div id="Req437">Req437</div>
| <div id="Req437">Req437</div>
| ASHERY SKILLS
| ASHERY SKILLS
| (Future)
| (В будущем)
| Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
| Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
|  
|  
Строка 3435: Строка 3438:
| <div id="Req438">Req438</div>
| <div id="Req438">Req438</div>
| REFERENCE UPDATE
| REFERENCE UPDATE
| (Future)
| (В будущем)
| Some internal references should be stored differently.
| Some internal references should be stored differently.
|  
|  
Строка 3441: Строка 3444:
| <div id="Req439">Req439</div>
| <div id="Req439">Req439</div>
| FISHERY AUTOMATION
| FISHERY AUTOMATION
| (Future)
| (В будущем)
| The fishery (and other workshops) should have automation features.
| The fishery (and other workshops) should have automation features.
|  
|  
Строка 3447: Строка 3450:
| <div id="Req440">Req440</div>
| <div id="Req440">Req440</div>
| TRAVELER OUTFITS
| TRAVELER OUTFITS
| (Future)
| (В будущем)
| Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
| Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
|  
|  
Строка 3453: Строка 3456:
| <div id="Req441">Req441</div>
| <div id="Req441">Req441</div>
| CHILDREN AND GROWTH
| CHILDREN AND GROWTH
| (Future)
| (В будущем)
| Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
| Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
|  
|  
Строка 3459: Строка 3462:
| <div id="Req442">Req442</div>
| <div id="Req442">Req442</div>
| SHOPKEEPERS AND THEIR INVENTORY
| SHOPKEEPERS AND THEIR INVENTORY
| (Future)
| (В будущем)
| Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
| Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
|  
|  
Строка 3465: Строка 3468:
| <div id="Req443">Req443</div>
| <div id="Req443">Req443</div>
| UNIT-JOB SCREEN IMPROVEMENTS
| UNIT-JOB SCREEN IMPROVEMENTS
| (Future)
| (В будущем)
| The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
| The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
|  
|  
Строка 3471: Строка 3474:
| <div id="Req444">Req444</div>
| <div id="Req444">Req444</div>
| FLEEING SOLDIER AI
| FLEEING SOLDIER AI
| (Future)
| (В будущем)
| Fleeing soldiers don't cope well with not being able to reach their exit location.
| Fleeing soldiers don't cope well with not being able to reach their exit location.
|  
|  
Строка 3477: Строка 3480:
| <div id="Req445">Req445</div>
| <div id="Req445">Req445</div>
| INJURED HUNTERS
| INJURED HUNTERS
| (Future)
| (В будущем)
| Injured hunters should not attempt to hunt in general.
| Injured hunters should not attempt to hunt in general.
|  
|  
Строка 3483: Строка 3486:
| <div id="Req446">Req446</div>
| <div id="Req446">Req446</div>
| COOKING SELECTION ISSUE
| COOKING SELECTION ISSUE
| (Future)
| (В будущем)
| Cooking had an issue where it selected a barrel and the object inside of it.
| Cooking had an issue where it selected a barrel and the object inside of it.
|  
|  
Строка 3489: Строка 3492:
| <div id="Req447">Req447</div>
| <div id="Req447">Req447</div>
| PRESERVING VALUABLE STONES
| PRESERVING VALUABLE STONES
| Completed
| '''Завершено'''
| There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
| There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
|  
|  
Строка 3495: Строка 3498:
| <div id="Req448">Req448</div>
| <div id="Req448">Req448</div>
| INTERRUPTED JOB DURATIONS
| INTERRUPTED JOB DURATIONS
| (Future)
| (В будущем)
| Issue with job durations versus interruptions.
| Issue with job durations versus interruptions.
|  
|  
Строка 3501: Строка 3504:
| <div id="Req449">Req449</div>
| <div id="Req449">Req449</div>
| BARRACKS ASSIGNMENTS
| BARRACKS ASSIGNMENTS
| (Future)
| (В будущем)
| Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
| Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
|  
|  
Строка 3507: Строка 3510:
| <div id="Req450">Req450</div>
| <div id="Req450">Req450</div>
| USEFUL BREAKS
| USEFUL BREAKS
| (Future)
| (В будущем)
| Dwarves should actively pursue non-work related activities while they are taking breaks.
| Dwarves should actively pursue non-work related activities while they are taking breaks.
|  
|  
Строка 3513: Строка 3516:
| <div id="Req451">Req451</div>
| <div id="Req451">Req451</div>
| LIAISON AND WORKERS
| LIAISON AND WORKERS
| (Future)
| (В будущем)
| You should be able to request specific workers and worker types from your outpost liaison.
| You should be able to request specific workers and worker types from your outpost liaison.
|  
|  
Строка 3519: Строка 3522:
| <div id="Req452">Req452</div>
| <div id="Req452">Req452</div>
| IMPROVE LOCAL MATERIAL TABULATION
| IMPROVE LOCAL MATERIAL TABULATION
| (Future)
| (В будущем)
| The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
| The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
|  
|  
Строка 3525: Строка 3528:
| <div id="Req453">Req453</div>
| <div id="Req453">Req453</div>
| COFFIN OBJECT ISSUES
| COFFIN OBJECT ISSUES
| (Future)
| (В будущем)
| Issues with the items in coffins versus building destruction and rotting.
| Issues with the items in coffins versus building destruction and rotting.
|  
|  
Строка 3531: Строка 3534:
| <div id="Req454">Req454</div>
| <div id="Req454">Req454</div>
| FOOD SELECTION
| FOOD SELECTION
| (Future)
| (В будущем)
| There are some issues with food choice relative to value and distance.
| There are some issues with food choice relative to value and distance.
|  
|  
Строка 3537: Строка 3540:
| <div id="Req455">Req455</div>
| <div id="Req455">Req455</div>
| RAMPS ON BOUNDARIES
| RAMPS ON BOUNDARIES
| (Future)
| (В будущем)
| Some ramps were omitted on block splits.
| Some ramps were omitted on block splits.
|  
|  
Строка 3543: Строка 3546:
| <div id="Req456">Req456</div>
| <div id="Req456">Req456</div>
| KIDNAP INFO HANDLING
| KIDNAP INFO HANDLING
| (Future)
| (В будущем)
| Kidnapped dwarves need to have more game info removed.
| Kidnapped dwarves need to have more game info removed.
|  
|  
Строка 3549: Строка 3552:
| <div id="Req457">Req457</div>
| <div id="Req457">Req457</div>
| STEAM EFFECTS
| STEAM EFFECTS
| (Future)
| (В будущем)
| There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
| There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
|  
|  
Строка 3555: Строка 3558:
| <div id="Req458">Req458</div>
| <div id="Req458">Req458</div>
| ZOMBIE BODIES
| ZOMBIE BODIES
| (Future)
| (В будущем)
| Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
| Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
|  
|  
Строка 3561: Строка 3564:
| <div id="Req459">Req459</div>
| <div id="Req459">Req459</div>
| CAVE-IN COLUMN WEIGHTS
| CAVE-IN COLUMN WEIGHTS
| (Future)
| (В будущем)
| Cave-in columns need more careful weight calculations.
| Cave-in columns need more careful weight calculations.
|  
|  
Строка 3567: Строка 3570:
| <div id="Req460">Req460</div>
| <div id="Req460">Req460</div>
| INITIAL RIVER DISPLAY
| INITIAL RIVER DISPLAY
| (Future)
| (В будущем)
| It needs to initialize river flow directions before the rivers are initially displayed.
| It needs to initialize river flow directions before the rivers are initially displayed.
|  
|  
Строка 3573: Строка 3576:
| <div id="Req461">Req461</div>
| <div id="Req461">Req461</div>
| FLOWS AND DIRECTIONAL CALCULATIONS
| FLOWS AND DIRECTIONAL CALCULATIONS
| (Future)
| (В будущем)
| Certain flow calculations still only run in 4 directions.
| Certain flow calculations still only run in 4 directions.
|  
|  
Строка 3579: Строка 3582:
| <div id="Req462">Req462</div>
| <div id="Req462">Req462</div>
| CONTAMINANT TEMPERATURE AND MOISTURE
| CONTAMINANT TEMPERATURE AND MOISTURE
| (Future)
| (В будущем)
| Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
| Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
|  
|  
Строка 3585: Строка 3588:
| <div id="Req463">Req463</div>
| <div id="Req463">Req463</div>
| FORBIDDEN WARES
| FORBIDDEN WARES
| (Future)
| (В будущем)
| The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
| The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
|  
|  
Строка 3591: Строка 3594:
| <div id="Req464">Req464</div>
| <div id="Req464">Req464</div>
| EXCESSIVE BAIT
| EXCESSIVE BAIT
| (Future)
| (В будущем)
| Dwarves should not use entire stacks of meat or fish to bait traps.
| Dwarves should not use entire stacks of meat or fish to bait traps.
|  
|  
Строка 3597: Строка 3600:
| <div id="Req465">Req465</div>
| <div id="Req465">Req465</div>
| METAL BLOCK/BAR WEIGHTS
| METAL BLOCK/BAR WEIGHTS
| (Future)
| (В будущем)
| Need to watch out for the weight of metal objects versus metal bars.
| Need to watch out for the weight of metal objects versus metal bars.
|  
|  
Строка 3603: Строка 3606:
| <div id="Req466">Req466</div>
| <div id="Req466">Req466</div>
| WRESTLING GRASPS VERSUS OTHER ACTIONS
| WRESTLING GRASPS VERSUS OTHER ACTIONS
| (Future)
| (В будущем)
| It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
| It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
|  
|  
Строка 3609: Строка 3612:
| <div id="Req467">Req467</div>
| <div id="Req467">Req467</div>
| UNDEAD HEALING
| UNDEAD HEALING
| (Future)
| (В будущем)
| Undead and construct-type creatures tend to heal when they shouldn't.
| Undead and construct-type creatures tend to heal when they shouldn't.
|  
|  
Строка 3615: Строка 3618:
| <div id="Req468">Req468</div>
| <div id="Req468">Req468</div>
| EXTRACT MATERIALS
| EXTRACT MATERIALS
| (Future)
| (В будущем)
| The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
| The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
|  
|  
Строка 3621: Строка 3624:
| <div id="Req469">Req469</div>
| <div id="Req469">Req469</div>
| HUMAN MIGRANT ISSUES
| HUMAN MIGRANT ISSUES
| (Future)
| (В будущем)
| In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
| In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
|  
|  
Строка 3627: Строка 3630:
| <div id="Req470">Req470</div>
| <div id="Req470">Req470</div>
| UNDEAD POPULATIONS
| UNDEAD POPULATIONS
| (Future)
| (В будущем)
| Undead populations aren't tracked properly.
| Undead populations aren't tracked properly.
|  
|  
Строка 3633: Строка 3636:
| <div id="Req471">Req471</div>
| <div id="Req471">Req471</div>
| ASKING DIRECTIONS
| ASKING DIRECTIONS
| (Future)
| (В будущем)
| You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
| You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
|  
|  
Строка 3639: Строка 3642:
| <div id="Req472">Req472</div>
| <div id="Req472">Req472</div>
| MIXING LIQUID CONTAMINANTS
| MIXING LIQUID CONTAMINANTS
| (Future)
| (В будущем)
| Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
| Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
|  
|  
Строка 3645: Строка 3648:
| <div id="Req473">Req473</div>
| <div id="Req473">Req473</div>
| MATERIAL REWRITE
| MATERIAL REWRITE
| (Future)
| (В будущем)
| There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
| There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
|  
|  
Строка 3651: Строка 3654:
| <div id="Req474">Req474</div>
| <div id="Req474">Req474</div>
| PATH BUFFER CLEARING
| PATH BUFFER CLEARING
| (Future)
| (В будущем)
| There's a bit of an optimization that can be done to the periodic path buffer clearing.
| There's a bit of an optimization that can be done to the periodic path buffer clearing.
|  
|  
Строка 3657: Строка 3660:
| <div id="Req475">Req475</div>
| <div id="Req475">Req475</div>
| SIEGE ENGINES AND THE Z AXIS
| SIEGE ENGINES AND THE Z AXIS
| (Future)
| (В будущем)
| Siege engines need to respect the z axis.
| Siege engines need to respect the z axis.
|  
|  
Строка 3663: Строка 3666:
| <div id="Req476">Req476</div>
| <div id="Req476">Req476</div>
| DEEP OBJECT PLACEMENT ISSUE
| DEEP OBJECT PLACEMENT ISSUE
| (Future)
| (В будущем)
| There's an issue with object placement in one of the deep areas.
| There's an issue with object placement in one of the deep areas.
|  
|  
Строка 3669: Строка 3672:
| <div id="Req477">Req477</div>
| <div id="Req477">Req477</div>
| CONNECTED SITE COMPONENTS
| CONNECTED SITE COMPONENTS
| (Future)
| (В будущем)
| Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
| Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
|  
|  
Строка 3675: Строка 3678:
| <div id="Req478">Req478</div>
| <div id="Req478">Req478</div>
| LOCAL ARMY MOVEMENT
| LOCAL ARMY MOVEMENT
| (Future)
| (В будущем)
| There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
| There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
|  
|  
Строка 3681: Строка 3684:
| <div id="Req479">Req479</div>
| <div id="Req479">Req479</div>
| GOBLIN TOWER ISSUES
| GOBLIN TOWER ISSUES
| (Future)
| (В будущем)
| There are some issues with swamps, vegetation and subterranean areas in goblin towers.
| There are some issues with swamps, vegetation and subterranean areas in goblin towers.
|  
|  
Строка 3687: Строка 3690:
| <div id="Req480">Req480</div>
| <div id="Req480">Req480</div>
| DWARVES ON FIRE
| DWARVES ON FIRE
| (Future)
| (В будущем)
| Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
| Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
|  
|  
Строка 3693: Строка 3696:
| <div id="Req481">Req481</div>
| <div id="Req481">Req481</div>
| HATCH OPENING FOR DIAGONAL FLIERS
| HATCH OPENING FOR DIAGONAL FLIERS
| (Future)
| (В будущем)
| It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
| It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
|  
|  
Строка 3699: Строка 3702:
| <div id="Req482">Req482</div>
| <div id="Req482">Req482</div>
| FISH CLEANING IMPROVEMENTS
| FISH CLEANING IMPROVEMENTS
| (Future)
| (В будущем)
| You should be able to remove relevant portions (shell/bones) of fish during cleaning.
| You should be able to remove relevant portions (shell/bones) of fish during cleaning.
|  
|  
Строка 3705: Строка 3708:
| <div id="Req483">Req483</div>
| <div id="Req483">Req483</div>
| BLOOD VISIBILITY
| BLOOD VISIBILITY
| (Future)
| (В будущем)
| Blood of all types should be visible on whatever color stone it falls on.
| Blood of all types should be visible on whatever color stone it falls on.
|  
|  
Строка 3711: Строка 3714:
| <div id="Req484">Req484</div>
| <div id="Req484">Req484</div>
| WIND
| WIND
| (Future)
| (В будущем)
| Local wind patterns need to be more interesting.
| Local wind patterns need to be more interesting.
|  
|  
Строка 3717: Строка 3720:
| <div id="Req485">Req485</div>
| <div id="Req485">Req485</div>
| GROUNDED/SWIMMING
| GROUNDED/SWIMMING
| (Future)
| (В будущем)
| Need to square the commonly-used notion of being on the ground with swimming.
| Need to square the commonly-used notion of being on the ground with swimming.
|  
|  
Строка 3723: Строка 3726:
| <div id="Req486">Req486</div>
| <div id="Req486">Req486</div>
| VISION AND SWIMMING
| VISION AND SWIMMING
| (Future)
| (В будущем)
| Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
| Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
|  
|  
Строка 3729: Строка 3732:
| <div id="Req487">Req487</div>
| <div id="Req487">Req487</div>
| WATER PRESERVATION
| WATER PRESERVATION
| (Future)
| (В будущем)
| There are some cases where water is deleted when it might be pushed away to other tiles instead.
| There are some cases where water is deleted when it might be pushed away to other tiles instead.
|  
|  
Строка 3735: Строка 3738:
| <div id="Req488">Req488</div>
| <div id="Req488">Req488</div>
| WARM STONE PROBLEM
| WARM STONE PROBLEM
| (Future)
| (В будущем)
| There are some rare cases where warm stone next to lava gets its temperature reset.
| There are some rare cases where warm stone next to lava gets its temperature reset.
|  
|  
Строка 3741: Строка 3744:
| <div id="Req489">Req489</div>
| <div id="Req489">Req489</div>
| MIGRANT CHILDREN AGES
| MIGRANT CHILDREN AGES
| (Future)
| (В будущем)
| The ages of migrant children are not based on the raws.
| The ages of migrant children are not based on the raws.
|  
|  
Строка 3747: Строка 3750:
| <div id="Req490">Req490</div>
| <div id="Req490">Req490</div>
| MATERIAL DEMANDS AND MANDATES
| MATERIAL DEMANDS AND MANDATES
| (Future)
| (В будущем)
| Local materials lists for demands aren't compiled properly now.
| Local materials lists for demands aren't compiled properly now.
|  
|  
Строка 3753: Строка 3756:
| <div id="Req491">Req491</div>
| <div id="Req491">Req491</div>
| ADVENTURE MODE TRADE SKILLS
| ADVENTURE MODE TRADE SKILLS
| (Future)
| (В будущем)
| Some of the features from dwarf mode trade can be moved over to adventure mode.
| Some of the features from dwarf mode trade can be moved over to adventure mode.
|  
|  
Строка 3759: Строка 3762:
| <div id="Req492">Req492</div>
| <div id="Req492">Req492</div>
| MELTED OBJECT SIZE
| MELTED OBJECT SIZE
| (Future)
| (В будущем)
| When objects change states, their sizes need to be tracked more carefully.
| When objects change states, their sizes need to be tracked more carefully.
|  
|  
Строка 3765: Строка 3768:
| <div id="Req493">Req493</div>
| <div id="Req493">Req493</div>
| MISSING MIGRANT TYPES
| MISSING MIGRANT TYPES
| (Future)
| (В будущем)
| A few professions don't occur as migrant types.
| A few professions don't occur as migrant types.
|  
|  
Строка 3771: Строка 3774:
| <div id="Req494">Req494</div>
| <div id="Req494">Req494</div>
| INITIALIZING PREFERENCES ISSUE
| INITIALIZING PREFERENCES ISSUE
| (Future)
| (В будущем)
| There's a minor issue with unit preferences and which ones it knows about at which times.
| There's a minor issue with unit preferences and which ones it knows about at which times.
|  
|  
Строка 3777: Строка 3780:
| <div id="Req495">Req495</div>
| <div id="Req495">Req495</div>
| FISH SEARCH
| FISH SEARCH
| (Future)
| (В будущем)
| Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
| Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
|  
|  
Строка 3783: Строка 3786:
| <div id="Req496">Req496</div>
| <div id="Req496">Req496</div>
| WORLD MIGRANT LINKS
| WORLD MIGRANT LINKS
| (Future)
| (В будущем)
| Migrants joining towns on the world map don't get proper entity links.
| Migrants joining towns on the world map don't get proper entity links.
|  
|  
Строка 3789: Строка 3792:
| <div id="Req497">Req497</div>
| <div id="Req497">Req497</div>
| RIVER STONES FOR ENTITIES
| RIVER STONES FOR ENTITIES
| (Future)
| (В будущем)
| Civilizations don't use alluvial deposits properly.
| Civilizations don't use alluvial deposits properly.
|  
|  
Строка 3795: Строка 3798:
| <div id="Req498">Req498</div>
| <div id="Req498">Req498</div>
| SAME-SQUARE MOVEMENT
| SAME-SQUARE MOVEMENT
| (Future)
| (В будущем)
| There are some adventure mode issues with same-square interactions.
| There are some adventure mode issues with same-square interactions.
|  
|  
Строка 3801: Строка 3804:
| <div id="Req499">Req499</div>
| <div id="Req499">Req499</div>
| BETTER PRESSURE
| BETTER PRESSURE
| Completed
| '''Завершено'''
| Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
| Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
|  
|  
Строка 3807: Строка 3810:
| <div id="Req500">Req500</div>
| <div id="Req500">Req500</div>
| SITE POPULATIONS
| SITE POPULATIONS
| (Future)
| (В будущем)
| There are various little issues with site animal populations that need to be cleaned up.
| There are various little issues with site animal populations that need to be cleaned up.
|  
|  
Строка 3813: Строка 3816:
| <div id="Req501">Req501</div>
| <div id="Req501">Req501</div>
| MINOR WILDERNESS POP ISSUES
| MINOR WILDERNESS POP ISSUES
| (Future)
| (В будущем)
| There are some minor issues with the distributions of local wilderness populations.
| There are some minor issues with the distributions of local wilderness populations.
|  
|  
Строка 3819: Строка 3822:
| <div id="Req502">Req502</div>
| <div id="Req502">Req502</div>
| FROZEN WATER CONTAMINANTS
| FROZEN WATER CONTAMINANTS
| (Future)
| (В будущем)
| Contaminants for frozen liquids aren't tracked carefully enough.
| Contaminants for frozen liquids aren't tracked carefully enough.
|  
|  
Строка 3825: Строка 3828:
| <div id="Req503">Req503</div>
| <div id="Req503">Req503</div>
| FLIERS/SWIMMERS AND BUILDING TARGETING
| FLIERS/SWIMMERS AND BUILDING TARGETING
| (Future)
| (В будущем)
| Creatures with unusual movement types can't target buildings properly.
| Creatures with unusual movement types can't target buildings properly.
|  
|  
Строка 3831: Строка 3834:
| <div id="Req504">Req504</div>
| <div id="Req504">Req504</div>
| RUIN PLACEMENT
| RUIN PLACEMENT
| (Future)
| (В будущем)
| Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
| Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
|  
|  
Строка 3837: Строка 3840:
| <div id="Req505">Req505</div>
| <div id="Req505">Req505</div>
| CAVE-IN DUST
| CAVE-IN DUST
| (Future)
| (В будущем)
| Dust flows from cave-ins need to be generated more carefully.
| Dust flows from cave-ins need to be generated more carefully.
|  
|  
Строка 3843: Строка 3846:
| <div id="Req506">Req506</div>
| <div id="Req506">Req506</div>
| IMPROVED CAVE-IN MECHANICS
| IMPROVED CAVE-IN MECHANICS
| (Future)
| (В будущем)
| The cave-in framework isn't being used for much. There should be more requirements for supports again.
| The cave-in framework isn't being used for much. There should be more requirements for supports again.
|  
|  
Строка 3849: Строка 3852:
| <div id="Req507">Req507</div>
| <div id="Req507">Req507</div>
| SOIL CAVE-INS
| SOIL CAVE-INS
| (Future)
| (В будущем)
| Certain rock/ground types shouldn't support anything by themselves.
| Certain rock/ground types shouldn't support anything by themselves.
|  
|  
Строка 3855: Строка 3858:
| <div id="Req508">Req508</div>
| <div id="Req508">Req508</div>
| WALKING ON BUILDINGS
| WALKING ON BUILDINGS
| (Future)
| (В будущем)
| It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.
| It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.
|  
|  
Строка 3861: Строка 3864:
| <div id="Req509">Req509</div>
| <div id="Req509">Req509</div>
| CASTRATING ANIMALS
| CASTRATING ANIMALS
| (Future)
| (В будущем)
| Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
| Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
|  
|  
Строка 3867: Строка 3870:
| <div id="Req510">Req510</div>
| <div id="Req510">Req510</div>
| FIRES IN CONTAINERS
| FIRES IN CONTAINERS
| (Future)
| (В будущем)
| Fires should not be able to burn in sealed containers.
| Fires should not be able to burn in sealed containers.
|  
|  
Строка 3873: Строка 3876:
| <div id="Req511">Req511</div>
| <div id="Req511">Req511</div>
| ARMORED AGAINST JUSTICE
| ARMORED AGAINST JUSTICE
| (Future)
| (В будущем)
| People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.
| People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.
|  
|  
Строка 3879: Строка 3882:
| <div id="Req512">Req512</div>
| <div id="Req512">Req512</div>
| PERSONAL HYGIENE
| PERSONAL HYGIENE
| (Future)
| (В будущем)
| Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.
| Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.
|  
|  
Строка 3885: Строка 3888:
| <div id="Req513">Req513</div>
| <div id="Req513">Req513</div>
| FOOD PLURALS
| FOOD PLURALS
| (Future)
| (В будущем)
| Food items need plurals (for the description screen for example).
| Food items need plurals (for the description screen for example).
|  
|  
Строка 3891: Строка 3894:
| <div id="Req514">Req514</div>
| <div id="Req514">Req514</div>
| MAP GENERATION BIAS
| MAP GENERATION BIAS
| (Future)
| (В будущем)
| The mid-level square maps never use the bottom right corner if all biome priorities are the same.
| The mid-level square maps never use the bottom right corner if all biome priorities are the same.
|  
|  
Строка 3897: Строка 3900:
| <div id="Req515">Req515</div>
| <div id="Req515">Req515</div>
| CONSTRUCTION BUILDING PLACEMENT
| CONSTRUCTION BUILDING PLACEMENT
| (Future)
| (В будущем)
| You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.
| You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.
|  
|  
Строка 3903: Строка 3906:
| <div id="Req516">Req516</div>
| <div id="Req516">Req516</div>
| ELVES TRADING ANIMALS
| ELVES TRADING ANIMALS
| (Future)
| (В будущем)
| Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
| Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
|  
|  
Строка 3909: Строка 3912:
| <div id="Req517">Req517</div>
| <div id="Req517">Req517</div>
| KIDNAP THOUGHT
| KIDNAP THOUGHT
| (Future)
| (В будущем)
| Children should have some kind of thought about being kidnapped.
| Children should have some kind of thought about being kidnapped.
|  
|  
Строка 3915: Строка 3918:
| <div id="Req518">Req518</div>
| <div id="Req518">Req518</div>
| OFFICE WORK
| OFFICE WORK
| (Future)
| (В будущем)
| Proper office work should require a table by the chair.
| Proper office work should require a table by the chair.
|  
|  
Строка 3921: Строка 3924:
| <div id="Req519">Req519</div>
| <div id="Req519">Req519</div>
| BEAST INTERRUPTIONS
| BEAST INTERRUPTIONS
| (Future)
| (В будущем)
| Beasts should not constantly interrupt workers that aren't actual under threat.
| Beasts should not constantly interrupt workers that aren't actual under threat.
|  
|  
Строка 3927: Строка 3930:
| <div id="Req520">Req520</div>
| <div id="Req520">Req520</div>
| EASY-TO-SKIP MEETING SCREENS
| EASY-TO-SKIP MEETING SCREENS
| (Future)
| (В будущем)
| It's too easy to skip passed important meeting screens by pressing space.
| It's too easy to skip passed important meeting screens by pressing space.
|  
|  
Строка 3933: Строка 3936:
| <div id="Req521">Req521</div>
| <div id="Req521">Req521</div>
| WATERY RAMPS
| WATERY RAMPS
| (Future)
| (В будущем)
| Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
| Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
|  
|  
Строка 3939: Строка 3942:
| <div id="Req522">Req522</div>
| <div id="Req522">Req522</div>
| FLYING UP
| FLYING UP
| (Future)
| (В будущем)
| In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
| In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
|  
|  
Строка 3945: Строка 3948:
| <div id="Req523">Req523</div>
| <div id="Req523">Req523</div>
| STREAM WATER FEET
| STREAM WATER FEET
| (Future)
| (В будущем)
| Stance points need to get water covers when walking over wet streams.
| Stance points need to get water covers when walking over wet streams.
|  
|  
Строка 3951: Строка 3954:
| <div id="Req524">Req524</div>
| <div id="Req524">Req524</div>
| SALT WATER PONDS
| SALT WATER PONDS
| (Future)
| (В будущем)
| You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
| You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
|  
|  
Строка 3957: Строка 3960:
| <div id="Req525">Req525</div>
| <div id="Req525">Req525</div>
| MORE RIVERS
| MORE RIVERS
| (Future)
| (В будущем)
| Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.
| Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.
|  
|  
Строка 3963: Строка 3966:
| <div id="Req526">Req526</div>
| <div id="Req526">Req526</div>
| WOOD RAW TOKENS
| WOOD RAW TOKENS
| (Future)
| (В будущем)
| Wood raws are missing a lot of customizable properties that other materials have.
| Wood raws are missing a lot of customizable properties that other materials have.
|  
|  
Строка 3969: Строка 3972:
| <div id="Req527">Req527</div>
| <div id="Req527">Req527</div>
| PROMPT MEETINGS
| PROMPT MEETINGS
| (Future)
| (В будущем)
| People that have meetings should take care of them promptly. The broker should get to the trade depot when called.
| People that have meetings should take care of them promptly. The broker should get to the trade depot when called.
|  
|  
Строка 3975: Строка 3978:
| <div id="Req528">Req528</div>
| <div id="Req528">Req528</div>
| SOME NEW STOCKPILE SETTINGS
| SOME NEW STOCKPILE SETTINGS
| (Future)
| (В будущем)
| People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
| People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
|  
|  
Строка 3981: Строка 3984:
| <div id="Req529">Req529</div>
| <div id="Req529">Req529</div>
| CONSTRUCTION WEAR
| CONSTRUCTION WEAR
| (Future)
| (В будущем)
| Constructions don't wear down in the same way that regular smoothed walls do.
| Constructions don't wear down in the same way that regular smoothed walls do.
|  
|  
Строка 3987: Строка 3990:
| <div id="Req530">Req530</div>
| <div id="Req530">Req530</div>
| ORE/ALLOY AMOUNT PROBLEMS
| ORE/ALLOY AMOUNT PROBLEMS
| (Future)
| (В будущем)
| Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.
| Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.
|  
|  
Строка 3993: Строка 3996:
| <div id="Req531">Req531</div>
| <div id="Req531">Req531</div>
| IMPROVED WORLD MAP DURING EMBARK
| IMPROVED WORLD MAP DURING EMBARK
| (Future)
| (В будущем)
| The tiles on the world map should be more representative of what's actually there.
| The tiles on the world map should be more representative of what's actually there.
|  
|  
Строка 3999: Строка 4002:
| <div id="Req532">Req532</div>
| <div id="Req532">Req532</div>
| EDGE PROJECTILES
| EDGE PROJECTILES
| (Future)
| (В будущем)
| Ammunition fired at the edge of the play area shouldn't bounce against it.
| Ammunition fired at the edge of the play area shouldn't bounce against it.
|  
|  
Строка 4005: Строка 4008:
| <div id="Req533">Req533</div>
| <div id="Req533">Req533</div>
| BUILDING CONSTRUCTION INCONSISTENCIES
| BUILDING CONSTRUCTION INCONSISTENCIES
| (Future)
| (В будущем)
| There are some issues about diagonal access and so on with building constructions.
| There are some issues about diagonal access and so on with building constructions.
|  
|  
Строка 4011: Строка 4014:
| <div id="Req534">Req534</div>
| <div id="Req534">Req534</div>
| MINING SIDES
| MINING SIDES
| (Future)
| (В будущем)
| Dwarves sometimes go on a long detour to mine a wall from a particular side.
| Dwarves sometimes go on a long detour to mine a wall from a particular side.
|  
|  
Строка 4017: Строка 4020:
| <div id="Req535">Req535</div>
| <div id="Req535">Req535</div>
| WATER CONTAMINANT CONTROLS
| WATER CONTAMINANT CONTROLS
| (Future)
| (В будущем)
| Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.
| Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.
|  
|  
Строка 4023: Строка 4026:
| <div id="Req536">Req536</div>
| <div id="Req536">Req536</div>
| MAP BOULDER
| MAP BOULDER
| (Future)
| (В будущем)
| Should be able to pull up a stone object from boulder tiles.
| Should be able to pull up a stone object from boulder tiles.
|  
|  
Строка 4029: Строка 4032:
| <div id="Req537">Req537</div>
| <div id="Req537">Req537</div>
| MASTER RECORD KEEPER
| MASTER RECORD KEEPER
| (Future)
| (В будущем)
| Record keepers gain skill too quickly.
| Record keepers gain skill too quickly.
|  
|  
Строка 4035: Строка 4038:
| <div id="Req538">Req538</div>
| <div id="Req538">Req538</div>
| MORE VEGETATION CONTROL
| MORE VEGETATION CONTROL
| (Future)
| (В будущем)
| Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
| Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
|  
|  
Строка 4041: Строка 4044:
| <div id="Req539">Req539</div>
| <div id="Req539">Req539</div>
| UNDIGNIFIED DIGGING
| UNDIGNIFIED DIGGING
| (Future)
| (В будущем)
| Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.
| Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.
|  
|  
Строка 4047: Строка 4050:
| <div id="Req540">Req540</div>
| <div id="Req540">Req540</div>
| FULL REACTION CLASSES
| FULL REACTION CLASSES
| (Future)
| (В будущем)
| Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
| Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
|  
|  
Строка 4053: Строка 4056:
| <div id="Req541">Req541</div>
| <div id="Req541">Req541</div>
| WATERPROOF AXLES
| WATERPROOF AXLES
| (Future)
| (В будущем)
| Somebody wanted to stick an axle through a wall without it leaking everywhere.
| Somebody wanted to stick an axle through a wall without it leaking everywhere.
|  
|  
Строка 4059: Строка 4062:
| <div id="Req542">Req542</div>
| <div id="Req542">Req542</div>
| NOBLE QUEUE ISSUES
| NOBLE QUEUE ISSUES
| (Future)
| (В будущем)
| The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
| The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
|  
|  
Строка 4065: Строка 4068:
| <div id="Req543">Req543</div>
| <div id="Req543">Req543</div>
| MEETING/CONVERSATION/GAME/PARTY LINKS
| MEETING/CONVERSATION/GAME/PARTY LINKS
| (Future)
| (В будущем)
| Many social activities in the game should be further organized and consolidated.
| Many social activities in the game should be further organized and consolidated.
|  
|  
Строка 4071: Строка 4074:
| <div id="Req544">Req544</div>
| <div id="Req544">Req544</div>
| WORK ANIMAL ASSIGNMENT
| WORK ANIMAL ASSIGNMENT
| (Future)
| (В будущем)
| There are various issues with work animal assignment. It needs to be updated.
| There are various issues with work animal assignment. It needs to be updated.
|  
|  
Строка 4077: Строка 4080:
| <div id="Req545">Req545</div>
| <div id="Req545">Req545</div>
| LAZY COMMANDERS
| LAZY COMMANDERS
| (Future)
| (В будущем)
| In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
| In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
|  
|  
Строка 4083: Строка 4086:
| <div id="Req546">Req546</div>
| <div id="Req546">Req546</div>
| MORE FARM FAILURE INFORMATION
| MORE FARM FAILURE INFORMATION
| (Future)
| (В будущем)
| Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.
| Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.
|  
|  
Строка 4089: Строка 4092:
| <div id="Req547">Req547</div>
| <div id="Req547">Req547</div>
| AUTOSAVE NAME CONFUSION
| AUTOSAVE NAME CONFUSION
| (Future)
| (В будущем)
| Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
| Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
|  
|  
Строка 4095: Строка 4098:
| <div id="Req548">Req548</div>
| <div id="Req548">Req548</div>
| IN-GAME INIT OPTION ACCESS
| IN-GAME INIT OPTION ACCESS
| (Future)
| (В будущем)
| You should be able to change any reasonable init option within the game (flows as numbers, etc.).
| You should be able to change any reasonable init option within the game (flows as numbers, etc.).
|  
|  
Строка 4101: Строка 4104:
| <div id="Req549">Req549</div>
| <div id="Req549">Req549</div>
| PERSONALITY VS. PROFESSION
| PERSONALITY VS. PROFESSION
| (Future)
| (В будущем)
| Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.
| Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.
|  
|  
Строка 4107: Строка 4110:
| <div id="Req550">Req550</div>
| <div id="Req550">Req550</div>
| CEILING INFORMATION
| CEILING INFORMATION
| (Future)
| (В будущем)
| You should be given at least some information about the ceiling above a tile in certain circumstances.
| You should be given at least some information about the ceiling above a tile in certain circumstances.
|  
|  
Строка 4113: Строка 4116:
| <div id="Req551">Req551</div>
| <div id="Req551">Req551</div>
| LOADED AREA IN OCEAN
| LOADED AREA IN OCEAN
| (Future)
| (В будущем)
| It keeps track of too many Z levels when you swim deep out into the ocean.
| It keeps track of too many Z levels when you swim deep out into the ocean.
|  
|  
Строка 4119: Строка 4122:
| <div id="Req552">Req552</div>
| <div id="Req552">Req552</div>
| STUCK AND CAN'T DIG
| STUCK AND CAN'T DIG
| (Future)
| (В будущем)
| Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
| Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
|  
|  
Строка 4125: Строка 4128:
| <div id="Req553">Req553</div>
| <div id="Req553">Req553</div>
| FLOWS VERSUS TREES
| FLOWS VERSUS TREES
| (Future)
| (В будущем)
| Water and magma should be able to flow passed (and burn for magma) trees.
| Water and magma should be able to flow passed (and burn for magma) trees.
|  
|  
Строка 4131: Строка 4134:
| <div id="Req554">Req554</div>
| <div id="Req554">Req554</div>
| WALLS VERSUS MAGMA
| WALLS VERSUS MAGMA
| (Future)
| (В будущем)
| Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
| Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
|  
|  
Строка 4137: Строка 4140:
| <div id="Req555">Req555</div>
| <div id="Req555">Req555</div>
| MORE EFFECTIVE TRADE AGREEMENTS
| MORE EFFECTIVE TRADE AGREEMENTS
| (Future)
| (В будущем)
| Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
| Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
|  
|  
Строка 4143: Строка 4146:
| <div id="Req556">Req556</div>
| <div id="Req556">Req556</div>
| SAVING SOUND OPTIONS
| SAVING SOUND OPTIONS
| (Future)
| (В будущем)
| You should be able to save sound options back to the init file from the sound options menu.
| You should be able to save sound options back to the init file from the sound options menu.
|  
|  
Строка 4149: Строка 4152:
| <div id="Req557">Req557</div>
| <div id="Req557">Req557</div>
| FROZEN RIVER SOURCES
| FROZEN RIVER SOURCES
| (Future)
| (В будущем)
| River source squares that are just going to stack water on ice squares shouldn't make water.
| River source squares that are just going to stack water on ice squares shouldn't make water.
|  
|  
Строка 4155: Строка 4158:
| <div id="Req558">Req558</div>
| <div id="Req558">Req558</div>
| MORE INFORMATION ABOUT ITEMS IN USE
| MORE INFORMATION ABOUT ITEMS IN USE
| (Future)
| (В будущем)
| Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
| Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
|  
|  
Строка 4161: Строка 4164:
| <div id="Req559">Req559</div>
| <div id="Req559">Req559</div>
| POST-EMBARK LOAD INDICATOR
| POST-EMBARK LOAD INDICATOR
| (Future)
| (В будущем)
| After getting through the final embark screen, it can leave you hanging for quite a while.
| After getting through the final embark screen, it can leave you hanging for quite a while.
|  
|  
Строка 4167: Строка 4170:
| <div id="Req560">Req560</div>
| <div id="Req560">Req560</div>
| WORKSHOP PROFILE CHANGE
| WORKSHOP PROFILE CHANGE
| (Future)
| (В будущем)
| When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
| When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
|  
|  
Строка 4173: Строка 4176:
| <div id="Req561">Req561</div>
| <div id="Req561">Req561</div>
| LOCAL WILDERNESS POPULATION REPLENISHMENT
| LOCAL WILDERNESS POPULATION REPLENISHMENT
| (Future)
| (В будущем)
| Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
| Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
|  
|  
Строка 4179: Строка 4182:
| <div id="Req562">Req562</div>
| <div id="Req562">Req562</div>
| ROOMS FOR APPOINTEES
| ROOMS FOR APPOINTEES
| (Future)
| (В будущем)
| Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
| Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
|  
|  
Строка 4185: Строка 4188:
| <div id="Req563">Req563</div>
| <div id="Req563">Req563</div>
| CONSORT POSITION
| CONSORT POSITION
| (Future)
| (В будущем)
| Need to handle the position of consorts in the case that their spouses die.
| Need to handle the position of consorts in the case that their spouses die.
|  
|  
Строка 4191: Строка 4194:
| <div id="Req564">Req564</div>
| <div id="Req564">Req564</div>
| MORE CUSTOMIZATION FOR UNITS
| MORE CUSTOMIZATION FOR UNITS
| (Future)
| (В будущем)
| You can set their type names, but being able to set colors or custom tiles should also be possible.
| You can set their type names, but being able to set colors or custom tiles should also be possible.
|  
|  
Строка 4197: Строка 4200:
| <div id="Req565">Req565</div>
| <div id="Req565">Req565</div>
| CAGE CLEANING
| CAGE CLEANING
| (Future)
| (В будущем)
| You need to be able to free cages of all the various filth that collects there.
| You need to be able to free cages of all the various filth that collects there.
|  
|  
Строка 4203: Строка 4206:
| <div id="Req566">Req566</div>
| <div id="Req566">Req566</div>
| SKY AND ICE
| SKY AND ICE
| (Future)
| (В будущем)
| Need to make ice and sky look different, since there are conflicts at night.
| Need to make ice and sky look different, since there are conflicts at night.
|  
|  
Строка 4209: Строка 4212:
| <div id="Req567">Req567</div>
| <div id="Req567">Req567</div>
| SMOOTHING AND ENGRAVING SKILLS
| SMOOTHING AND ENGRAVING SKILLS
| (Future)
| (В будущем)
| They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
| They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
|  
|  
Строка 4215: Строка 4218:
| <div id="Req568">Req568</div>
| <div id="Req568">Req568</div>
| LIMB BLOOD DROPPING
| LIMB BLOOD DROPPING
| (Future)
| (В будущем)
| Bloody limbs that fly up in the air don't drop blood.
| Bloody limbs that fly up in the air don't drop blood.
|  
|  
Строка 4221: Строка 4224:
| <div id="Req569">Req569</div>
| <div id="Req569">Req569</div>
| BETTER TERRAIN ESCAPE
| BETTER TERRAIN ESCAPE
| (Future)
| (В будущем)
| There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
| There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
|  
|  
Строка 4227: Строка 4230:
| <div id="Req570">Req570</div>
| <div id="Req570">Req570</div>
| VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT
| VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT
| (Future)
| (В будущем)
| It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
| It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
|  
|  
Строка 4233: Строка 4236:
| <div id="Req571">Req571</div>
| <div id="Req571">Req571</div>
| STANDING IS GOOD
| STANDING IS GOOD
| Completed
| '''Завершено'''
| If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
| If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
|  
|  
Строка 4239: Строка 4242:
| <div id="Req572">Req572</div>
| <div id="Req572">Req572</div>
| PLEASE FORM A LINE
| PLEASE FORM A LINE
| (Future)
| (В будущем)
| Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
| Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
|  
|  
Строка 4245: Строка 4248:
| <div id="Req573">Req573</div>
| <div id="Req573">Req573</div>
| BOOZE THE WOUNDED
| BOOZE THE WOUNDED
| (Future)
| (В будущем)
| Wounded dwarves should be brought booze in the absence of or even instead of water.
| Wounded dwarves should be brought booze in the absence of or even instead of water.
|  
|  
Строка 4251: Строка 4254:
| <div id="Req574">Req574</div>
| <div id="Req574">Req574</div>
| BUILDING MECHANISM LOSS
| BUILDING MECHANISM LOSS
| (Future)
| (В будущем)
| Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
| Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
|  
|  
Строка 4257: Строка 4260:
| <div id="Req575">Req575</div>
| <div id="Req575">Req575</div>
| UNDERWATER PROJECTILES
| UNDERWATER PROJECTILES
| (Future)
| (В будущем)
| Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
| Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
|  
|  
Строка 4263: Строка 4266:
| <div id="Req576">Req576</div>
| <div id="Req576">Req576</div>
| WANDERING FEATURE POPULATIONS
| WANDERING FEATURE POPULATIONS
| (Future)
| (В будущем)
| Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
| Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
|  
|  
Строка 4269: Строка 4272:
| <div id="Req577">Req577</div>
| <div id="Req577">Req577</div>
| AMMO PRICES
| AMMO PRICES
| (Future)
| (В будущем)
| All prices have problems, but improved ammo is especially ridiculous.
| All prices have problems, but improved ammo is especially ridiculous.
|  
|  
Строка 4275: Строка 4278:
| <div id="Req578">Req578</div>
| <div id="Req578">Req578</div>
| SAME SQUARE DRINKING
| SAME SQUARE DRINKING
| (Future)
| (В будущем)
| If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
| If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
|  
|  
Строка 4281: Строка 4284:
| <div id="Req579">Req579</div>
| <div id="Req579">Req579</div>
| CAGE TRAP CONTROLS
| CAGE TRAP CONTROLS
| (Future)
| (В будущем)
| Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
| Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
|  
|  
Строка 4287: Строка 4290:
| <div id="Req580">Req580</div>
| <div id="Req580">Req580</div>
| FLUID TEMPERATURE TRANSFER
| FLUID TEMPERATURE TRANSFER
| (Future)
| (В будущем)
| It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
| It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
|  
|  
Строка 4293: Строка 4296:
| <div id="Req581">Req581</div>
| <div id="Req581">Req581</div>
| CONTAMINANTS WITH CONTAMINANTS
| CONTAMINANTS WITH CONTAMINANTS
| (Future)
| (В будущем)
| It needs to track whether you are covered with salt/filthy water for example.
| It needs to track whether you are covered with salt/filthy water for example.
|  
|  
Строка 4299: Строка 4302:
| <div id="Req582">Req582</div>
| <div id="Req582">Req582</div>
| UPWARD DIAGONAL MOVEMENT RATES
| UPWARD DIAGONAL MOVEMENT RATES
| (Future)
| (В будущем)
| It only applies a speed modifier to horizontal diagonal movement.
| It only applies a speed modifier to horizontal diagonal movement.
|  
|  
Строка 4305: Строка 4308:
| <div id="Req583">Req583</div>
| <div id="Req583">Req583</div>
| REWALLING IN WATER
| REWALLING IN WATER
| (Future)
| (В будущем)
| You should be able to drop some simple constructions down into the water, as long as it's reasonable.
| You should be able to drop some simple constructions down into the water, as long as it's reasonable.
|  
|  
Строка 4311: Строка 4314:
| <div id="Req584">Req584</div>
| <div id="Req584">Req584</div>
| MORE CONTROL OVER ROOMS
| MORE CONTROL OVER ROOMS
| (Future)
| (В будущем)
| You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
| You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
|  
|  
Строка 4317: Строка 4320:
| <div id="Req585">Req585</div>
| <div id="Req585">Req585</div>
| SNOWY WORLD GEN MAP
| SNOWY WORLD GEN MAP
| (Future)
| (В будущем)
| The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
| The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
|  
|  
Строка 4323: Строка 4326:
| <div id="Req586">Req586</div>
| <div id="Req586">Req586</div>
| FORMER ENTITY MEMBER STATUS
| FORMER ENTITY MEMBER STATUS
| (Future)
| (В будущем)
| Former entity members need to have that status tracked more explicitly.
| Former entity members need to have that status tracked more explicitly.
|  
|  
Строка 4329: Строка 4332:
| <div id="Req587">Req587</div>
| <div id="Req587">Req587</div>
| SUCCESSION
| SUCCESSION
| (Future)
| (В будущем)
| New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
| New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
|  
|  
Строка 4335: Строка 4338:
| <div id="Req588">Req588</div>
| <div id="Req588">Req588</div>
| ADVENTURE MODE TOWN BED USE
| ADVENTURE MODE TOWN BED USE
| (Future)
| (В будущем)
| Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
| Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
|  
|  
Строка 4341: Строка 4344:
| <div id="Req589">Req589</div>
| <div id="Req589">Req589</div>
| CONSORT HANDLING
| CONSORT HANDLING
| (Future)
| (В будущем)
| There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.
| There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.
|  
|  
Строка 4360: Строка 4363:
| <div id="Bloat1">Bloat1</div>
| <div id="Bloat1">Bloat1</div>
| ITEM GLOSSES
| ITEM GLOSSES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 4366: Строка 4369:
| <div id="Bloat2">Bloat2</div>
| <div id="Bloat2">Bloat2</div>
| MORE ITEM IMPROVEMENTS
| MORE ITEM IMPROVEMENTS
| (Future)
| (В будущем)
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
|  
|  
Строка 4372: Строка 4375:
| <div id="Bloat3">Bloat3</div>
| <div id="Bloat3">Bloat3</div>
| PLAY
| PLAY
| (Future)
| (В будущем)
| Kids should want toys and play with them, adults can use puzzle boxes.
| Kids should want toys and play with them, adults can use puzzle boxes.
|  
|  
Строка 4378: Строка 4381:
| <div id="Bloat4">Bloat4</div>
| <div id="Bloat4">Bloat4</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 4384: Строка 4387:
| <div id="Bloat5">Bloat5</div>
| <div id="Bloat5">Bloat5</div>
| BURROWS
| BURROWS
| Completed
| '''Завершено'''
| (Upgraded) Moved this to a core item.
| (Upgraded) Moved this to a core item.
|  
|  
Строка 4390: Строка 4393:
| <div id="Bloat6">Bloat6</div>
| <div id="Bloat6">Bloat6</div>
| BAR COUNTING
| BAR COUNTING
| (Future)
| (В будущем)
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
|  
|  
Строка 4396: Строка 4399:
| <div id="Bloat7">Bloat7</div>
| <div id="Bloat7">Bloat7</div>
| RENTAL UNITS
| RENTAL UNITS
| (Future)
| (В будущем)
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
|  
|  
Строка 4402: Строка 4405:
| <div id="Bloat8">Bloat8</div>
| <div id="Bloat8">Bloat8</div>
| RENT SETTING
| RENT SETTING
| (Future)
| (В будущем)
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
|  
|  
Строка 4408: Строка 4411:
| <div id="Bloat9">Bloat9</div>
| <div id="Bloat9">Bloat9</div>
| NOBLE RENT TWEAKS
| NOBLE RENT TWEAKS
| (Future)
| (В будущем)
| Nobles tweaking the rent of places they like so as to obtain them.
| Nobles tweaking the rent of places they like so as to obtain them.
|  
|  
Строка 4414: Строка 4417:
| <div id="Bloat10">Bloat10</div>
| <div id="Bloat10">Bloat10</div>
| WHEELBARROWS
| WHEELBARROWS
| (Future)
| (В будущем)
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
|  
|  
Строка 4420: Строка 4423:
| <div id="Bloat11">Bloat11</div>
| <div id="Bloat11">Bloat11</div>
| FOOD HOARDERS BEWARE
| FOOD HOARDERS BEWARE
| (Future)
| (В будущем)
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
|  
|  
Строка 4426: Строка 4429:
| <div id="Bloat12">Bloat12</div>
| <div id="Bloat12">Bloat12</div>
| VERMIN TROUBLE
| VERMIN TROUBLE
| (Future)
| (В будущем)
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
|  
|  
Строка 4432: Строка 4435:
| <div id="Bloat13">Bloat13</div>
| <div id="Bloat13">Bloat13</div>
| HUNTING THE SMALL
| HUNTING THE SMALL
| (Future)
| (В будущем)
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
|  
|  
Строка 4438: Строка 4441:
| <div id="Bloat14">Bloat14</div>
| <div id="Bloat14">Bloat14</div>
| HUNTER AI
| HUNTER AI
| (Future)
| (В будущем)
| Be smarter about returning kills when interrupted.
| Be smarter about returning kills when interrupted.
|  
|  
Строка 4444: Строка 4447:
| <div id="Bloat15">Bloat15</div>
| <div id="Bloat15">Bloat15</div>
| FILTHY COMBAT EXTENSIONS
| FILTHY COMBAT EXTENSIONS
| (Future)
| (В будущем)
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
|  
|  
Строка 4450: Строка 4453:
| <div id="Bloat16">Bloat16</div>
| <div id="Bloat16">Bloat16</div>
| ADVENTURING IN DWARF MODE
| ADVENTURING IN DWARF MODE
| Completed
| '''Завершено'''
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
|  
|  
Строка 4456: Строка 4459:
| <div id="Bloat17">Bloat17</div>
| <div id="Bloat17">Bloat17</div>
| UNDERWATER DUNGEONS
| UNDERWATER DUNGEONS
| (Future)
| (В будущем)
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
|  
|  
Строка 4462: Строка 4465:
| <div id="Bloat18">Bloat18</div>
| <div id="Bloat18">Bloat18</div>
| VERMIN AND DISEASE
| VERMIN AND DISEASE
| (Future)
| (В будущем)
| Link vermin to plagues.
| Link vermin to plagues.
|  
|  
Строка 4468: Строка 4471:
| <div id="Bloat19">Bloat19</div>
| <div id="Bloat19">Bloat19</div>
| FLUID WORKSHOPS
| FLUID WORKSHOPS
| (Future)
| (В будущем)
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
|  
|  
Строка 4474: Строка 4477:
| <div id="Bloat20">Bloat20</div>
| <div id="Bloat20">Bloat20</div>
| TRAP CONVERSION ISSUES
| TRAP CONVERSION ISSUES
| (Future)
| (В будущем)
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
|  
|  
Строка 4480: Строка 4483:
| <div id="Bloat21">Bloat21</div>
| <div id="Bloat21">Bloat21</div>
| VARIOUS GHOST IDEAS
| VARIOUS GHOST IDEAS
| (Future)
| (В будущем)
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
|  
|  
Строка 4486: Строка 4489:
| <div id="Bloat22">Bloat22</div>
| <div id="Bloat22">Bloat22</div>
| ART HISTORY
| ART HISTORY
| (Future)
| (В будущем)
| Comments on art work, over different periods in the artist's career.
| Comments on art work, over different periods in the artist's career.
|  
|  
Строка 4492: Строка 4495:
| <div id="Bloat23">Bloat23</div>
| <div id="Bloat23">Bloat23</div>
| END GAME EXPANSION
| END GAME EXPANSION
| (Future)
| (В будущем)
| Extend adventure opportunities in end game caverns.
| Extend adventure opportunities in end game caverns.
|  
|  
Строка 4498: Строка 4501:
| <div id="Bloat24">Bloat24</div>
| <div id="Bloat24">Bloat24</div>
| ADVENTURE MODE TWEAK
| ADVENTURE MODE TWEAK
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 4504: Строка 4507:
| <div id="Bloat25">Bloat25</div>
| <div id="Bloat25">Bloat25</div>
| ELVEN FOREST RETREAT
| ELVEN FOREST RETREAT
| (Future)
| (В будущем)
| Control elf forest retreat. They could be on break all the time.
| Control elf forest retreat. They could be on break all the time.
|  
|  
Строка 4510: Строка 4513:
| <div id="Bloat26">Bloat26</div>
| <div id="Bloat26">Bloat26</div>
| SIDE STORIES
| SIDE STORIES
| (Future)
| (В будущем)
| Little scenarios and side stories added to caves to make them more interesting.
| Little scenarios and side stories added to caves to make them more interesting.
|  
|  
Строка 4516: Строка 4519:
| <div id="Bloat27">Bloat27</div>
| <div id="Bloat27">Bloat27</div>
| ABSTRACT KNOWLEDGE SYSTEM
| ABSTRACT KNOWLEDGE SYSTEM
| (Future)
| (В будущем)
| Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
| Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
|  
|  
Строка 4522: Строка 4525:
| <div id="Bloat28">Bloat28</div>
| <div id="Bloat28">Bloat28</div>
| GATES
| GATES
| (Future)
| (В будущем)
| Sizeable giant gates that can be opened and closed remotely.
| Sizeable giant gates that can be opened and closed remotely.
|  
|  
Строка 4528: Строка 4531:
| <div id="Bloat29">Bloat29</div>
| <div id="Bloat29">Bloat29</div>
| MECHANISMS OUTDOORS
| MECHANISMS OUTDOORS
| (Future)
| (В будущем)
| Allow some of the traps to be placed outside.
| Allow some of the traps to be placed outside.
|  
|  
Строка 4534: Строка 4537:
| <div id="Bloat30">Bloat30</div>
| <div id="Bloat30">Bloat30</div>
| AUTOMATE KITCHEN
| AUTOMATE KITCHEN
| (Future)
| (В будущем)
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
|  
|  
Строка 4540: Строка 4543:
| <div id="Bloat31">Bloat31</div>
| <div id="Bloat31">Bloat31</div>
| ABUSING DIPLOMATS AND MERCHANTS
| ABUSING DIPLOMATS AND MERCHANTS
| (Future)
| (В будущем)
| Various ways to assassinate diplomats and cause trouble.
| Various ways to assassinate diplomats and cause trouble.
|  
|  
Строка 4546: Строка 4549:
| <div id="Bloat32">Bloat32</div>
| <div id="Bloat32">Bloat32</div>
| WORKSHOP ASSIGNMENT
| WORKSHOP ASSIGNMENT
| (Future)
| (В будущем)
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
|  
|  
Строка 4552: Строка 4555:
| <div id="Bloat33">Bloat33</div>
| <div id="Bloat33">Bloat33</div>
| EYE GLASSES
| EYE GLASSES
| (Future)
| (В будущем)
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
|  
|  
Строка 4558: Строка 4561:
| <div id="Bloat34">Bloat34</div>
| <div id="Bloat34">Bloat34</div>
| MIRRORS
| MIRRORS
| (Future)
| (В будущем)
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
|  
|  
Строка 4564: Строка 4567:
| <div id="Bloat35">Bloat35</div>
| <div id="Bloat35">Bloat35</div>
| PROSTHETIC LIMBS
| PROSTHETIC LIMBS
| (Future)
| (В будущем)
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
|  
|  
Строка 4570: Строка 4573:
| <div id="Bloat36">Bloat36</div>
| <div id="Bloat36">Bloat36</div>
| DICE AND PLAYING CARDS
| DICE AND PLAYING CARDS
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 4576: Строка 4579:
| <div id="Bloat37">Bloat37</div>
| <div id="Bloat37">Bloat37</div>
| COSTUMES
| COSTUMES
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 4582: Строка 4585:
| <div id="Bloat38">Bloat38</div>
| <div id="Bloat38">Bloat38</div>
| MASKS
| MASKS
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 4588: Строка 4591:
| <div id="Bloat39">Bloat39</div>
| <div id="Bloat39">Bloat39</div>
| CLOCKS
| CLOCKS
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 4594: Строка 4597:
| <div id="Bloat40">Bloat40</div>
| <div id="Bloat40">Bloat40</div>
| BETTER BEDS
| BETTER BEDS
| (Future)
| (В будущем)
| Can extend the list of available materials, add blankets, pillows, etc.
| Can extend the list of available materials, add blankets, pillows, etc.
|  
|  
Строка 4600: Строка 4603:
| <div id="Bloat41">Bloat41</div>
| <div id="Bloat41">Bloat41</div>
| MECHANICAL TOYS
| MECHANICAL TOYS
| (Future)
| (В будущем)
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
|  
|  
Строка 4606: Строка 4609:
| <div id="Bloat42">Bloat42</div>
| <div id="Bloat42">Bloat42</div>
| AUTOMATONS
| AUTOMATONS
| (Future)
| (В будущем)
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
|  
|  
Строка 4612: Строка 4615:
| <div id="Bloat43">Bloat43</div>
| <div id="Bloat43">Bloat43</div>
| THINGS TO SMOKE
| THINGS TO SMOKE
| (Future)
| (В будущем)
| Things to smoke, pipes, smoke circle events and so on.
| Things to smoke, pipes, smoke circle events and so on.
|  
|  
Строка 4618: Строка 4621:
| <div id="Bloat44">Bloat44</div>
| <div id="Bloat44">Bloat44</div>
| RESCUE OPERATIONS
| RESCUE OPERATIONS
| (Future)
| (В будущем)
| Rescuing kidnap victims using baron-level patrols or adventurers.
| Rescuing kidnap victims using baron-level patrols or adventurers.
|  
|  
Строка 4624: Строка 4627:
| <div id="Bloat45">Bloat45</div>
| <div id="Bloat45">Bloat45</div>
| FLASKS
| FLASKS
| (Future)
| (В будущем)
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
|  
|  
Строка 4630: Строка 4633:
| <div id="Bloat46">Bloat46</div>
| <div id="Bloat46">Bloat46</div>
| PROPER PREGNANCY
| PROPER PREGNANCY
| (Future)
| (В будущем)
| Currently creatures become pregnant from a distance, although it does do a gender check at least.
| Currently creatures become pregnant from a distance, although it does do a gender check at least.
|  
|  
Строка 4636: Строка 4639:
| <div id="Bloat47">Bloat47</div>
| <div id="Bloat47">Bloat47</div>
| POND FISHING
| POND FISHING
| (Future)
| (В будущем)
| Cats should fish things out of your ponds.
| Cats should fish things out of your ponds.
|  
|  
Строка 4642: Строка 4645:
| <div id="Bloat48">Bloat48</div>
| <div id="Bloat48">Bloat48</div>
| PERSONALITIES
| PERSONALITIES
| Completed
| '''Завершено'''
| Dwarves should be further individualized with the potential to affect most aspects of the game.
| Dwarves should be further individualized with the potential to affect most aspects of the game.
|  
|  
Строка 4648: Строка 4651:
| <div id="Bloat49">Bloat49</div>
| <div id="Bloat49">Bloat49</div>
| ARTIFACT GROUPS
| ARTIFACT GROUPS
| (Future)
| (В будущем)
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
|  
|  
Строка 4654: Строка 4657:
| <div id="Bloat50">Bloat50</div>
| <div id="Bloat50">Bloat50</div>
| RESTRICT ANIMAL TRAINING
| RESTRICT ANIMAL TRAINING
| (Future)
| (В будущем)
| Decrease the effective age range for training animals.
| Decrease the effective age range for training animals.
|  
|  
Строка 4660: Строка 4663:
| <div id="Bloat51">Bloat51</div>
| <div id="Bloat51">Bloat51</div>
| FAMILY TREE INTERFACE
| FAMILY TREE INTERFACE
| (Future)
| (В будущем)
| Ability to view family trees. Show marriages, pets, parents of pets, etc.
| Ability to view family trees. Show marriages, pets, parents of pets, etc.
|  
|  
Строка 4666: Строка 4669:
| <div id="Bloat52">Bloat52</div>
| <div id="Bloat52">Bloat52</div>
| INTERFACE MOVEMENT
| INTERFACE MOVEMENT
| (Future)
| (В будущем)
| More ways in the interface to get between different unit/building/item views.
| More ways in the interface to get between different unit/building/item views.
|  
|  
Строка 4672: Строка 4675:
| <div id="Bloat53">Bloat53</div>
| <div id="Bloat53">Bloat53</div>
| MANDATE TEXT
| MANDATE TEXT
| (Future)
| (В будущем)
| Add some flavor text to noble mandates, including punishment descriptions.
| Add some flavor text to noble mandates, including punishment descriptions.
|  
|  
Строка 4678: Строка 4681:
| <div id="Bloat54">Bloat54</div>
| <div id="Bloat54">Bloat54</div>
| BUILDING JOB PRIORITIES
| BUILDING JOB PRIORITIES
| (Future)
| (В будущем)
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
|  
|  
Строка 4684: Строка 4687:
| <div id="Bloat55">Bloat55</div>
| <div id="Bloat55">Bloat55</div>
| SULLIES
| SULLIES
| Completed
| '''Завершено'''
| Blood contaminants on units and items from fights and walking through pools, etc.
| Blood contaminants on units and items from fights and walking through pools, etc.
|  
|  
Строка 4690: Строка 4693:
| <div id="Bloat56">Bloat56</div>
| <div id="Bloat56">Bloat56</div>
| EXTEND FELL MOOD
| EXTEND FELL MOOD
| (Future)
| (В будущем)
| Extend fell mood to encompass other victims.
| Extend fell mood to encompass other victims.
|  
|  
Строка 4696: Строка 4699:
| <div id="Bloat57">Bloat57</div>
| <div id="Bloat57">Bloat57</div>
| LAVA FURNACES
| LAVA FURNACES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 4702: Строка 4705:
| <div id="Bloat58">Bloat58</div>
| <div id="Bloat58">Bloat58</div>
| MORE LIVESTOCK
| MORE LIVESTOCK
| (Future)
| (В будущем)
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
|  
|  
Строка 4708: Строка 4711:
| <div id="Bloat59">Bloat59</div>
| <div id="Bloat59">Bloat59</div>
| MORE HAULING
| MORE HAULING
| (Future)
| (В будущем)
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
|  
|  
Строка 4714: Строка 4717:
| <div id="Bloat60">Bloat60</div>
| <div id="Bloat60">Bloat60</div>
| KITCHEN STORAGE
| KITCHEN STORAGE
| (Future)
| (В будущем)
| Allow kitchen to store some barrels, although not sure about this.
| Allow kitchen to store some barrels, although not sure about this.
|  
|  
Строка 4720: Строка 4723:
| <div id="Bloat61">Bloat61</div>
| <div id="Bloat61">Bloat61</div>
| HIDDEN MACABRE FUN STUFF
| HIDDEN MACABRE FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 4726: Строка 4729:
| <div id="Bloat62">Bloat62</div>
| <div id="Bloat62">Bloat62</div>
| WORKSHOP GUILD ASSOCIATIONS
| WORKSHOP GUILD ASSOCIATIONS
| (Future)
| (В будущем)
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.
|  
|  
Строка 4732: Строка 4735:
| <div id="Bloat63">Bloat63</div>
| <div id="Bloat63">Bloat63</div>
| COAL BYPRODUCTS
| COAL BYPRODUCTS
| (Future)
| (В будущем)
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
|  
|  
Строка 4738: Строка 4741:
| <div id="Bloat64">Bloat64</div>
| <div id="Bloat64">Bloat64</div>
| PROPER GEM ENVIRONMENTS
| PROPER GEM ENVIRONMENTS
| Completed
| '''Завершено'''
| Link gem types with proper substrates as much as possible.
| Link gem types with proper substrates as much as possible.
|  
|  
Строка 4744: Строка 4747:
| <div id="Bloat65">Bloat65</div>
| <div id="Bloat65">Bloat65</div>
| ROCK APPEARANCE
| ROCK APPEARANCE
| Completed
| '''Завершено'''
| Make sandstone look better, can extend rock types in general.
| Make sandstone look better, can extend rock types in general.
|  
|  
Строка 4750: Строка 4753:
| <div id="Bloat66">Bloat66</div>
| <div id="Bloat66">Bloat66</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 4756: Строка 4759:
| <div id="Bloat67">Bloat67</div>
| <div id="Bloat67">Bloat67</div>
| PET AGE INTERFACE
| PET AGE INTERFACE
| (Future)
| (В будущем)
| Mention pet age in their names or have profiles for them.
| Mention pet age in their names or have profiles for them.
|  
|  
Строка 4762: Строка 4765:
| <div id="Bloat68">Bloat68</div>
| <div id="Bloat68">Bloat68</div>
| SCARY EVIL ARMIES
| SCARY EVIL ARMIES
| (Future)
| (В будущем)
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
|  
|  
Строка 4768: Строка 4771:
| <div id="Bloat69">Bloat69</div>
| <div id="Bloat69">Bloat69</div>
| MORE END GAME
| MORE END GAME
| (Future)
| (В будущем)
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
|  
|  
Строка 4774: Строка 4777:
| <div id="Bloat70">Bloat70</div>
| <div id="Bloat70">Bloat70</div>
| ROOM ASSIGNMENT INTERFACE
| ROOM ASSIGNMENT INTERFACE
| (Future)
| (В будущем)
| Ability to assign rooms from the unit screen.
| Ability to assign rooms from the unit screen.
|  
|  
Строка 4780: Строка 4783:
| <div id="Bloat71">Bloat71</div>
| <div id="Bloat71">Bloat71</div>
| MORE UNIT TYPES
| MORE UNIT TYPES
| Completed
| '''Завершено'''
| Add some more distinctions to dwarf unit types.
| Add some more distinctions to dwarf unit types.
|  
|  
Строка 4786: Строка 4789:
| <div id="Bloat72">Bloat72</div>
| <div id="Bloat72">Bloat72</div>
| ELVEN DIPLOMACY
| ELVEN DIPLOMACY
| (Future)
| (В будущем)
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
|  
|  
Строка 4792: Строка 4795:
| <div id="Bloat73">Bloat73</div>
| <div id="Bloat73">Bloat73</div>
| MORE DIPLOMACY
| MORE DIPLOMACY
| (Future)
| (В будущем)
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
|  
|  
Строка 4798: Строка 4801:
| <div id="Bloat74">Bloat74</div>
| <div id="Bloat74">Bloat74</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 4804: Строка 4807:
| <div id="Bloat75">Bloat75</div>
| <div id="Bloat75">Bloat75</div>
| MINOR PUNISHMENT
| MINOR PUNISHMENT
| (Future)
| (В будущем)
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
|  
|  
Строка 4810: Строка 4813:
| <div id="Bloat76">Bloat76</div>
| <div id="Bloat76">Bloat76</div>
| MONSTER FIGHTING SKILLS
| MONSTER FIGHTING SKILLS
| (Future)
| (В будущем)
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
|  
|  
Строка 4816: Строка 4819:
| <div id="Bloat77">Bloat77</div>
| <div id="Bloat77">Bloat77</div>
| CLAY, MUD, ADOBE STUFF
| CLAY, MUD, ADOBE STUFF
| (Future)
| (В будущем)
| Can use the kiln, have glazes, etc. Bricks.
| Can use the kiln, have glazes, etc. Bricks.
|  
|  
Строка 4822: Строка 4825:
| <div id="Bloat78">Bloat78</div>
| <div id="Bloat78">Bloat78</div>
| WAGE AND JOB MANDATES
| WAGE AND JOB MANDATES
| (Future)
| (В будущем)
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
|  
|  
Строка 4828: Строка 4831:
| <div id="Bloat79">Bloat79</div>
| <div id="Bloat79">Bloat79</div>
| BONUSES FOR GOOD JOB
| BONUSES FOR GOOD JOB
| (Future)
| (В будущем)
| Bonus on top of regular wages for doing a good job. This is partially implemented.
| Bonus on top of regular wages for doing a good job. This is partially implemented.
|  
|  
Строка 4834: Строка 4837:
| <div id="Bloat80">Bloat80</div>
| <div id="Bloat80">Bloat80</div>
| POND WATER USE
| POND WATER USE
| Completed
| '''Завершено'''
| Drink out of ponds if no wells or rivers accessible.
| Drink out of ponds if no wells or rivers accessible.
|  
|  
Строка 4840: Строка 4843:
| <div id="Bloat81">Bloat81</div>
| <div id="Bloat81">Bloat81</div>
| VISIBLE SWIMMERS
| VISIBLE SWIMMERS
| Completed
| '''Завершено'''
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
|  
|  
Строка 4846: Строка 4849:
| <div id="Bloat82">Bloat82</div>
| <div id="Bloat82">Bloat82</div>
| EXTEND RANSACKING
| EXTEND RANSACKING
| (Future)
| (В будущем)
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
|  
|  
Строка 4852: Строка 4855:
| <div id="Bloat83">Bloat83</div>
| <div id="Bloat83">Bloat83</div>
| PORTERS
| PORTERS
| (Future)
| (В будущем)
| Nobles can have other people store their possessions, possibly for a wage.
| Nobles can have other people store their possessions, possibly for a wage.
|  
|  
Строка 4858: Строка 4861:
| <div id="Bloat84">Bloat84</div>
| <div id="Bloat84">Bloat84</div>
| LEFT/RIGHT SPLIT
| LEFT/RIGHT SPLIT
| Completed
| '''Завершено'''
| Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
| Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
|  
|  
Строка 4864: Строка 4867:
| <div id="Bloat85">Bloat85</div>
| <div id="Bloat85">Bloat85</div>
| MORE FOOD PREFS
| MORE FOOD PREFS
| (Future)
| (В будущем)
| Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen.
| Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen.
| [[#Req129|Req129]]
| [[#Req129|Req129]]
Строка 4870: Строка 4873:
| <div id="Bloat86">Bloat86</div>
| <div id="Bloat86">Bloat86</div>
| UNIT DISTINCTIONS
| UNIT DISTINCTIONS
| (Future)
| (В будущем)
| Distinguish thieves a bit based on quality as they gain skill.
| Distinguish thieves a bit based on quality as they gain skill.
|  
|  
Строка 4876: Строка 4879:
| <div id="Bloat87">Bloat87</div>
| <div id="Bloat87">Bloat87</div>
| PET ADMIRATION ISSUE
| PET ADMIRATION ISSUE
| (Future)
| (В будущем)
| Issue/optimization with being satisfied at seeing animals you like.
| Issue/optimization with being satisfied at seeing animals you like.
|  
|  
Строка 4882: Строка 4885:
| <div id="Bloat88">Bloat88</div>
| <div id="Bloat88">Bloat88</div>
| MORE SLEEP DISTURBANCES
| MORE SLEEP DISTURBANCES
| (Future)
| (В будущем)
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.
|  
|  
Строка 4888: Строка 4891:
| <div id="Bloat89">Bloat89</div>
| <div id="Bloat89">Bloat89</div>
| EXTREME MOOD MODIFICATION
| EXTREME MOOD MODIFICATION
| (Future)
| (В будущем)
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
|  
|  
Строка 4894: Строка 4897:
| <div id="Bloat90">Bloat90</div>
| <div id="Bloat90">Bloat90</div>
| MUTINY
| MUTINY
| (Future)
| (В будущем)
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
|  
|  
Строка 4900: Строка 4903:
| <div id="Bloat91">Bloat91</div>
| <div id="Bloat91">Bloat91</div>
| HOUSE OF ANIMALS
| HOUSE OF ANIMALS
| (Future)
| (В будущем)
| Advocacy from the house of animals noble.
| Advocacy from the house of animals noble.
|  
|  
Строка 4906: Строка 4909:
| <div id="Bloat92">Bloat92</div>
| <div id="Bloat92">Bloat92</div>
| BETTER PARTIES
| BETTER PARTIES
| (Future)
| (В будущем)
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
|  
|  
Строка 4912: Строка 4915:
| <div id="Bloat93">Bloat93</div>
| <div id="Bloat93">Bloat93</div>
| AMOROUS RELATIONSHIPS
| AMOROUS RELATIONSHIPS
| (Future)
| (В будущем)
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
|  
|  
Строка 4918: Строка 4921:
| <div id="Bloat94">Bloat94</div>
| <div id="Bloat94">Bloat94</div>
| INSTRUMENT USE
| INSTRUMENT USE
| (Future)
| (В будущем)
| Instrument use at parties.
| Instrument use at parties.
|  
|  
Строка 4924: Строка 4927:
| <div id="Bloat95">Bloat95</div>
| <div id="Bloat95">Bloat95</div>
| GRUDGES
| GRUDGES
| (Future)
| (В будущем)
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
|  
|  
Строка 4930: Строка 4933:
| <div id="Bloat96">Bloat96</div>
| <div id="Bloat96">Bloat96</div>
| WAGE ADJUSTMENT
| WAGE ADJUSTMENT
| (Future)
| (В будущем)
| Bonuses for dangerous taming jobs.
| Bonuses for dangerous taming jobs.
|  
|  
Строка 4936: Строка 4939:
| <div id="Bloat97">Bloat97</div>
| <div id="Bloat97">Bloat97</div>
| ETCHING
| ETCHING
| (Future)
| (В будущем)
| Etching on items. Could lead to magical runes type stuff.
| Etching on items. Could lead to magical runes type stuff.
|  
|  
Строка 4942: Строка 4945:
| <div id="Bloat98">Bloat98</div>
| <div id="Bloat98">Bloat98</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 4948: Строка 4951:
| <div id="Bloat99">Bloat99</div>
| <div id="Bloat99">Bloat99</div>
| SELF-SERVICE HEALTHCARE
| SELF-SERVICE HEALTHCARE
| (Future)
| (В будущем)
| Take charge of your own health if nobody comes to help after a while.
| Take charge of your own health if nobody comes to help after a while.
|  
|  
Строка 4954: Строка 4957:
| <div id="Bloat100">Bloat100</div>
| <div id="Bloat100">Bloat100</div>
| TECHNICAL SITE EXTENSIONS
| TECHNICAL SITE EXTENSIONS
| Completed
| '''Завершено'''
| Some issues with extending dwarf mode to other sites.
| Some issues with extending dwarf mode to other sites.
|  
|  
Строка 4960: Строка 4963:
| <div id="Bloat101">Bloat101</div>
| <div id="Bloat101">Bloat101</div>
| CAGE OPTIMIZATION
| CAGE OPTIMIZATION
| (Future)
| (В будущем)
| Optimize the caging routines.
| Optimize the caging routines.
|  
|  
Строка 4966: Строка 4969:
| <div id="Bloat102">Bloat102</div>
| <div id="Bloat102">Bloat102</div>
| AMMO FETCHING
| AMMO FETCHING
| (Future)
| (В будущем)
| Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
| Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
|  
|  
Строка 4972: Строка 4975:
| <div id="Bloat103">Bloat103</div>
| <div id="Bloat103">Bloat103</div>
| THIEF AI
| THIEF AI
| (Future)
| (В будущем)
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
|  
|  
Строка 4978: Строка 4981:
| <div id="Bloat104">Bloat104</div>
| <div id="Bloat104">Bloat104</div>
| CHITIN PROCESSING
| CHITIN PROCESSING
| (Future)
| (В будущем)
| Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
| Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
|  
|  
Строка 4984: Строка 4987:
| <div id="Bloat105">Bloat105</div>
| <div id="Bloat105">Bloat105</div>
| OSTRACISM AND SOCIAL STIGMA
| OSTRACISM AND SOCIAL STIGMA
| (Future)
| (В будущем)
| Alienation of badly misbehaving dwarves.
| Alienation of badly misbehaving dwarves.
|  
|  
Строка 4990: Строка 4993:
| <div id="Bloat106">Bloat106</div>
| <div id="Bloat106">Bloat106</div>
| JUSTICE INTERFACE
| JUSTICE INTERFACE
| (Future)
| (В будущем)
| Give more information on the justice screen.
| Give more information on the justice screen.
|  
|  
Строка 4996: Строка 4999:
| <div id="Bloat107">Bloat107</div>
| <div id="Bloat107">Bloat107</div>
| THIEF INFORMATION
| THIEF INFORMATION
| (Future)
| (В будущем)
| Give more information about how much thieves have stolen.
| Give more information about how much thieves have stolen.
|  
|  
Строка 5002: Строка 5005:
| <div id="Bloat108">Bloat108</div>
| <div id="Bloat108">Bloat108</div>
| IMPROVE HISTORY SCREEN
| IMPROVE HISTORY SCREEN
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 5008: Строка 5011:
| <div id="Bloat109">Bloat109</div>
| <div id="Bloat109">Bloat109</div>
| DRINK IMPROVEMENTS
| DRINK IMPROVEMENTS
| (Future)
| (В будущем)
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
|  
|  
Строка 5014: Строка 5017:
| <div id="Bloat110">Bloat110</div>
| <div id="Bloat110">Bloat110</div>
| CAVE-IN INJURIES
| CAVE-IN INJURIES
| (Future)
| (В будущем)
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
|  
|  
Строка 5020: Строка 5023:
| <div id="Bloat111">Bloat111</div>
| <div id="Bloat111">Bloat111</div>
| KNOWLEDGE OF TREES
| KNOWLEDGE OF TREES
| (Future)
| (В будущем)
| Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.
| Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.
|  
|  
Строка 5026: Строка 5029:
| <div id="Bloat112">Bloat112</div>
| <div id="Bloat112">Bloat112</div>
| IMPROVE CALENDAR
| IMPROVE CALENDAR
| (Future)
| (В будущем)
| Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.
| Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.
|  
|  
Строка 5032: Строка 5035:
| <div id="Bloat113">Bloat113</div>
| <div id="Bloat113">Bloat113</div>
| THEFT IMPROVEMENTS
| THEFT IMPROVEMENTS
| (Future)
| (В будущем)
| Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.
| Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.
|  
|  
Строка 5038: Строка 5041:
| <div id="Bloat114">Bloat114</div>
| <div id="Bloat114">Bloat114</div>
| THEFT IMPROVEMENTS
| THEFT IMPROVEMENTS
| (Future)
| (В будущем)
| Make the highest power thieves more daring and interesting.
| Make the highest power thieves more daring and interesting.
|  
|  
Строка 5044: Строка 5047:
| <div id="Bloat115">Bloat115</div>
| <div id="Bloat115">Bloat115</div>
| MISSING HIST FIGS
| MISSING HIST FIGS
| (Future)
| (В будущем)
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
|  
|  
Строка 5050: Строка 5053:
| <div id="Bloat116">Bloat116</div>
| <div id="Bloat116">Bloat116</div>
| ART IMAGERY
| ART IMAGERY
| (Future)
| (В будущем)
| More varied art imagery, such as buildings and siege engines.
| More varied art imagery, such as buildings and siege engines.
|  
|  
Строка 5056: Строка 5059:
| <div id="Bloat117">Bloat117</div>
| <div id="Bloat117">Bloat117</div>
| SIEGE ENGINES
| SIEGE ENGINES
| (Future)
| (В будущем)
| Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific.
| Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific.
|  
|  
Строка 5062: Строка 5065:
| <div id="Bloat118">Bloat118</div>
| <div id="Bloat118">Bloat118</div>
| INTERFACE MOVEMENT
| INTERFACE MOVEMENT
| (Future)
| (В будущем)
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
|  
|  
Строка 5068: Строка 5071:
| <div id="Bloat119">Bloat119</div>
| <div id="Bloat119">Bloat119</div>
| CONTAINER CONTENTS PAGING
| CONTAINER CONTENTS PAGING
| Completed
| '''Завершено'''
| Clean up scroll overflows on the item screen.
| Clean up scroll overflows on the item screen.
|  
|  
Строка 5074: Строка 5077:
| <div id="Bloat120">Bloat120</div>
| <div id="Bloat120">Bloat120</div>
| JOB STATS OPTIMIZATION
| JOB STATS OPTIMIZATION
| (Future)
| (В будущем)
| Technical tweak of job completion number storage.
| Technical tweak of job completion number storage.
|  
|  
Строка 5080: Строка 5083:
| <div id="Bloat121">Bloat121</div>
| <div id="Bloat121">Bloat121</div>
| CHAR MAP CUSTOMIZATION
| CHAR MAP CUSTOMIZATION
| Completed
| '''Завершено'''
| (Upgraded) Ability to customize the character maps has been superceded by tiles.
| (Upgraded) Ability to customize the character maps has been superceded by tiles.
|  
|  
Строка 5086: Строка 5089:
| <div id="Bloat122">Bloat122</div>
| <div id="Bloat122">Bloat122</div>
| OWNABLE LIQUIDS
| OWNABLE LIQUIDS
| (Future)
| (В будущем)
| Certain liquids should be ownable.
| Certain liquids should be ownable.
|  
|  
Строка 5092: Строка 5095:
| <div id="Bloat123">Bloat123</div>
| <div id="Bloat123">Bloat123</div>
| SIBLING MIGRANT ISSUE
| SIBLING MIGRANT ISSUE
| (Future)
| (В будущем)
| Sibling migrants don't track relationships properly.
| Sibling migrants don't track relationships properly.
|  
|  
Строка 5098: Строка 5101:
| <div id="Bloat124">Bloat124</div>
| <div id="Bloat124">Bloat124</div>
| SMALL MIGRANTS
| SMALL MIGRANTS
| (Future)
| (В будущем)
| Allow migrants to bring babies and the small pocket pets.
| Allow migrants to bring babies and the small pocket pets.
|  
|  
Строка 5104: Строка 5107:
| <div id="Bloat125">Bloat125</div>
| <div id="Bloat125">Bloat125</div>
| VERMIN OFFERING RESOLUTION
| VERMIN OFFERING RESOLUTION
| (Future)
| (В будущем)
| Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.
| Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.
|  
|  
Строка 5110: Строка 5113:
| <div id="Bloat126">Bloat126</div>
| <div id="Bloat126">Bloat126</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 5116: Строка 5119:
| <div id="Bloat127">Bloat127</div>
| <div id="Bloat127">Bloat127</div>
| HEALING CODE TWEAK
| HEALING CODE TWEAK
| (Future)
| (В будущем)
| There's a small issue with healing that might slow the mending of breaks slightly.
| There's a small issue with healing that might slow the mending of breaks slightly.
|  
|  
Строка 5122: Строка 5125:
| <div id="Bloat128">Bloat128</div>
| <div id="Bloat128">Bloat128</div>
| DREAMS
| DREAMS
| (Future)
| (В будущем)
| Use the current dream code to make it track random dreams, could do premonitions with this.
| Use the current dream code to make it track random dreams, could do premonitions with this.
|  
|  
Строка 5128: Строка 5131:
| <div id="Bloat129">Bloat129</div>
| <div id="Bloat129">Bloat129</div>
| INVENTORY SHUFFLING
| INVENTORY SHUFFLING
| (Future)
| (В будущем)
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
|  
|  
Строка 5134: Строка 5137:
| <div id="Bloat130">Bloat130</div>
| <div id="Bloat130">Bloat130</div>
| OPTIMIZATION FOR INVASIONS
| OPTIMIZATION FOR INVASIONS
| (Future)
| (В будущем)
| Speed optimization for invasion code.
| Speed optimization for invasion code.
|  
|  
Строка 5140: Строка 5143:
| <div id="Bloat131">Bloat131</div>
| <div id="Bloat131">Bloat131</div>
| INVASION HISTORIES
| INVASION HISTORIES
| (Future)
| (В будущем)
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
|  
|  
Строка 5146: Строка 5149:
| <div id="Bloat132">Bloat132</div>
| <div id="Bloat132">Bloat132</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 5152: Строка 5155:
| <div id="Bloat133">Bloat133</div>
| <div id="Bloat133">Bloat133</div>
| PHILOSOPHER ADVOCACY
| PHILOSOPHER ADVOCACY
| (Future)
| (В будущем)
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
|  
|  
Строка 5158: Строка 5161:
| <div id="Bloat134">Bloat134</div>
| <div id="Bloat134">Bloat134</div>
| WIZARD STUFF
| WIZARD STUFF
| (Future)
| (В будущем)
| This bloat was just to remind me about books and all kinds of magic stuff arc.
| This bloat was just to remind me about books and all kinds of magic stuff arc.
|  
|  
Строка 5164: Строка 5167:
| <div id="Bloat135">Bloat135</div>
| <div id="Bloat135">Bloat135</div>
| WRESTLING
| WRESTLING
| (Future)
| (В будущем)
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
|  
|  
Строка 5170: Строка 5173:
| <div id="Bloat136">Bloat136</div>
| <div id="Bloat136">Bloat136</div>
| WRESTLING
| WRESTLING
| (Future)
| (В будущем)
| Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.
| Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.
|  
|  
Строка 5176: Строка 5179:
| <div id="Bloat137">Bloat137</div>
| <div id="Bloat137">Bloat137</div>
| WRESTLING
| WRESTLING
| (Future)
| (В будущем)
| Technical issue with stuck-ins and freedom of movement.
| Technical issue with stuck-ins and freedom of movement.
|  
|  
Строка 5182: Строка 5185:
| <div id="Bloat138">Bloat138</div>
| <div id="Bloat138">Bloat138</div>
| WRESTLING
| WRESTLING
| (Future)
| (В будущем)
| Handle grab-tear shaking and further poison injection.
| Handle grab-tear shaking and further poison injection.
|  
|  
Строка 5188: Строка 5191:
| <div id="Bloat139">Bloat139</div>
| <div id="Bloat139">Bloat139</div>
| WRESTLING
| WRESTLING
| (Future)
| (В будущем)
| Incidental item/item, item/bp tangle-ups.
| Incidental item/item, item/bp tangle-ups.
|  
|  
Строка 5194: Строка 5197:
| <div id="Bloat140">Bloat140</div>
| <div id="Bloat140">Bloat140</div>
| SPECIFIC WRESTLING INTERFACE
| SPECIFIC WRESTLING INTERFACE
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 5200: Строка 5203:
| <div id="Bloat141">Bloat141</div>
| <div id="Bloat141">Bloat141</div>
| WRESTLING MOVES AND MORE INTERFACE
| WRESTLING MOVES AND MORE INTERFACE
| (Future)
| (В будущем)
| Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.
| Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.
|  
|  
Строка 5206: Строка 5209:
| <div id="Bloat142">Bloat142</div>
| <div id="Bloat142">Bloat142</div>
| AND MORE WRESTLING
| AND MORE WRESTLING
| (Future)
| (В будущем)
| Reversing wrestling holds.
| Reversing wrestling holds.
|  
|  
Строка 5212: Строка 5215:
| <div id="Bloat143">Bloat143</div>
| <div id="Bloat143">Bloat143</div>
| PUNISHMENT
| PUNISHMENT
| (Future)
| (В будущем)
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
|  
|  
Строка 5218: Строка 5221:
| <div id="Bloat144">Bloat144</div>
| <div id="Bloat144">Bloat144</div>
| DISEASE AND INFECTION
| DISEASE AND INFECTION
| (Future)
| (В будущем)
| Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
| Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
|  
|  
Строка 5224: Строка 5227:
| <div id="Bloat145">Bloat145</div>
| <div id="Bloat145">Bloat145</div>
| RUST
| RUST
| (Future)
| (В будущем)
| Rust and verdigris and so on.
| Rust and verdigris and so on.
|  
|  
Строка 5230: Строка 5233:
| <div id="Bloat146">Bloat146</div>
| <div id="Bloat146">Bloat146</div>
| HUMAN TOWN MODE
| HUMAN TOWN MODE
| (Future)
| (В будущем)
| Control human town. See future dev.
| Control human town. See future dev.
|  
|  
Строка 5236: Строка 5239:
| <div id="Bloat147">Bloat147</div>
| <div id="Bloat147">Bloat147</div>
| WIZARD MODE
| WIZARD MODE
| (Future)
| (В будущем)
| Control wizard from tower, etc. See future dev.
| Control wizard from tower, etc. See future dev.
|  
|  
Строка 5242: Строка 5245:
| <div id="Bloat148">Bloat148</div>
| <div id="Bloat148">Bloat148</div>
| EARLY GAME
| EARLY GAME
| (Future)
| (В будущем)
| Start games in Age of Myth. See future dev.
| Start games in Age of Myth. See future dev.
|  
|  
Строка 5248: Строка 5251:
| <div id="Bloat149">Bloat149</div>
| <div id="Bloat149">Bloat149</div>
| LATE GAME
| LATE GAME
| (Future)
| (В будущем)
| Run games passed the Golden Age into more mundane times. See future dev.
| Run games passed the Golden Age into more mundane times. See future dev.
|  
|  
Строка 5254: Строка 5257:
| <div id="Bloat150">Bloat150</div>
| <div id="Bloat150">Bloat150</div>
| WORLD CUSTOMIZATION
| WORLD CUSTOMIZATION
| (Future)
| (В будущем)
| Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
| Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
|  
|  
Строка 5260: Строка 5263:
| <div id="Bloat151">Bloat151</div>
| <div id="Bloat151">Bloat151</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 5266: Строка 5269:
| <div id="Bloat152">Bloat152</div>
| <div id="Bloat152">Bloat152</div>
| FIGURINE SHAPES
| FIGURINE SHAPES
| (Future)
| (В будущем)
| Shapes for figurines.
| Shapes for figurines.
|  
|  
Строка 5272: Строка 5275:
| <div id="Bloat153">Bloat153</div>
| <div id="Bloat153">Bloat153</div>
| MORE UNIT SCREENS
| MORE UNIT SCREENS
| (Future)
| (В будущем)
| Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.
| Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.
|  
|  
Строка 5278: Строка 5281:
| <div id="Bloat154">Bloat154</div>
| <div id="Bloat154">Bloat154</div>
| ACTIVATE SOLDIERS FROM MAIN SCREEN
| ACTIVATE SOLDIERS FROM MAIN SCREEN
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 5284: Строка 5287:
| <div id="Bloat155">Bloat155</div>
| <div id="Bloat155">Bloat155</div>
| MERCHANT FOOD PRICES
| MERCHANT FOOD PRICES
| (Future)
| (В будущем)
| Expand merchant price tweaks to cover foods.
| Expand merchant price tweaks to cover foods.
|  
|  
Строка 5290: Строка 5293:
| <div id="Bloat156">Bloat156</div>
| <div id="Bloat156">Bloat156</div>
| SIEGE ENGINE IMPROVEMENT
| SIEGE ENGINE IMPROVEMENT
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 5296: Строка 5299:
| <div id="Bloat157">Bloat157</div>
| <div id="Bloat157">Bloat157</div>
| EXCISE SOME OLD PLOT STUFF
| EXCISE SOME OLD PLOT STUFF
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 5302: Строка 5305:
| <div id="Bloat158">Bloat158</div>
| <div id="Bloat158">Bloat158</div>
| COIN IMAGES
| COIN IMAGES
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 5308: Строка 5311:
| <div id="Bloat159">Bloat159</div>
| <div id="Bloat159">Bloat159</div>
| CHANGE SNEAK SKILL
| CHANGE SNEAK SKILL
| (Future)
| (В будущем)
| Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
| Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
|  
|  
Строка 5314: Строка 5317:
| <div id="Bloat160">Bloat160</div>
| <div id="Bloat160">Bloat160</div>
| KILL VERMIN
| KILL VERMIN
| (Future)
| (В будущем)
| Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.
| Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.
|  
|  
Строка 5320: Строка 5323:
| <div id="Bloat161">Bloat161</div>
| <div id="Bloat161">Bloat161</div>
| MORE PLAYER ABUSE
| MORE PLAYER ABUSE
| (Future)
| (В будущем)
| Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.
| Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.
|  
|  
Строка 5326: Строка 5329:
| <div id="Bloat162">Bloat162</div>
| <div id="Bloat162">Bloat162</div>
| POWDER THROWS
| POWDER THROWS
| (Future)
| (В будущем)
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
|  
|  
Строка 5332: Строка 5335:
| <div id="Bloat163">Bloat163</div>
| <div id="Bloat163">Bloat163</div>
| COLLECTOR QUESTS
| COLLECTOR QUESTS
| (Future)
| (В будущем)
| Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.
| Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.
|  
|  
Строка 5338: Строка 5341:
| <div id="Bloat164">Bloat164</div>
| <div id="Bloat164">Bloat164</div>
| ITEM PLACEMENT
| ITEM PLACEMENT
| (Future)
| (В будущем)
| Items should be placed in dwarf mode ponds sometimes after game.
| Items should be placed in dwarf mode ponds sometimes after game.
|  
|  
Строка 5344: Строка 5347:
| <div id="Bloat165">Bloat165</div>
| <div id="Bloat165">Bloat165</div>
| WALL HANGINGS AND RUGS
| WALL HANGINGS AND RUGS
| (Future)
| (В будущем)
| Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items.
| Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items.
| [[#Core43|Core43]]
| [[#Core43|Core43]]
Строка 5350: Строка 5353:
| <div id="Bloat166">Bloat166</div>
| <div id="Bloat166">Bloat166</div>
| BATHS
| BATHS
| (Future)
| (В будущем)
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
|  
|  
Строка 5356: Строка 5359:
| <div id="Bloat167">Bloat167</div>
| <div id="Bloat167">Bloat167</div>
| ANIMAL PREFS AND DEATH
| ANIMAL PREFS AND DEATH
| (Future)
| (В будущем)
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
|  
|  
Строка 5362: Строка 5365:
| <div id="Bloat168">Bloat168</div>
| <div id="Bloat168">Bloat168</div>
| PET EATERS
| PET EATERS
| (Future)
| (В будущем)
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
|  
|  
Строка 5368: Строка 5371:
| <div id="Bloat169">Bloat169</div>
| <div id="Bloat169">Bloat169</div>
| INSIDE WILDLIFE
| INSIDE WILDLIFE
| Completed
| '''Завершено'''
| Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.
| Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.
|  
|  
Строка 5374: Строка 5377:
| <div id="Bloat170">Bloat170</div>
| <div id="Bloat170">Bloat170</div>
| ROOM CLEANING
| ROOM CLEANING
| (Future)
| (В будущем)
| Cleaning rooms more responsibly, perhaps before sleeping.
| Cleaning rooms more responsibly, perhaps before sleeping.
|  
|  
Строка 5380: Строка 5383:
| <div id="Bloat171">Bloat171</div>
| <div id="Bloat171">Bloat171</div>
| ADVENTURER AND TOYS
| ADVENTURER AND TOYS
| (Future)
| (В будущем)
| You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).
| You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).
|  
|  
Строка 5386: Строка 5389:
| <div id="Bloat172">Bloat172</div>
| <div id="Bloat172">Bloat172</div>
| DEEP SITES
| DEEP SITES
| (Future)
| (В будущем)
| There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.
| There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.
|  
|  
Строка 5392: Строка 5395:
| <div id="Bloat173">Bloat173</div>
| <div id="Bloat173">Bloat173</div>
| FINDING BUYERS
| FINDING BUYERS
| (Future)
| (В будущем)
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
|  
|  
Строка 5398: Строка 5401:
| <div id="Bloat174">Bloat174</div>
| <div id="Bloat174">Bloat174</div>
| NOBLE RANK SYSTEM
| NOBLE RANK SYSTEM
| Completed
| '''Завершено'''
| Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.
| Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.
|  
|  
Строка 5404: Строка 5407:
| <div id="Bloat175">Bloat175</div>
| <div id="Bloat175">Bloat175</div>
| CARE PACKAGES
| CARE PACKAGES
| (Future)
| (В будущем)
| Being able to send comforting trinkets and provisions to your armies.
| Being able to send comforting trinkets and provisions to your armies.
|  
|  
Строка 5410: Строка 5413:
| <div id="Bloat176">Bloat176</div>
| <div id="Bloat176">Bloat176</div>
| PHYSICAL FEATURES
| PHYSICAL FEATURES
| (Future)
| (В будущем)
| Various superfluous physical features for dwarves and others.
| Various superfluous physical features for dwarves and others.
|  
|  
Строка 5416: Строка 5419:
| <div id="Bloat177">Bloat177</div>
| <div id="Bloat177">Bloat177</div>
| PRISON REFORM
| PRISON REFORM
| (Future)
| (В будущем)
| If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.
| If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.
|  
|  
Строка 5422: Строка 5425:
| <div id="Bloat178">Bloat178</div>
| <div id="Bloat178">Bloat178</div>
| MINING TWEAK
| MINING TWEAK
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 5428: Строка 5431:
| <div id="Bloat179">Bloat179</div>
| <div id="Bloat179">Bloat179</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 5434: Строка 5437:
| <div id="Bloat180">Bloat180</div>
| <div id="Bloat180">Bloat180</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 5440: Строка 5443:
| <div id="Bloat181">Bloat181</div>
| <div id="Bloat181">Bloat181</div>
| ABANDONMENT ISSUE
| ABANDONMENT ISSUE
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 5446: Строка 5449:
| <div id="Bloat182">Bloat182</div>
| <div id="Bloat182">Bloat182</div>
| CAVE CLAIMING
| CAVE CLAIMING
| (Future)
| (В будущем)
| Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.
| Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.
|  
|  
Строка 5452: Строка 5455:
| <div id="Bloat183">Bloat183</div>
| <div id="Bloat183">Bloat183</div>
| CHILD NAMING
| CHILD NAMING
| (Future)
| (В будущем)
| Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.
| Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.
|  
|  
Строка 5458: Строка 5461:
| <div id="Bloat184">Bloat184</div>
| <div id="Bloat184">Bloat184</div>
| NO RECORD
| NO RECORD
| Completed
| '''Завершено'''
|  
|  
|  
|  
Строка 5464: Строка 5467:
| <div id="Bloat185">Bloat185</div>
| <div id="Bloat185">Bloat185</div>
| LIBRARIES
| LIBRARIES
| (Future)
| (В будущем)
| Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
| Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
|  
|  
Строка 5470: Строка 5473:
| <div id="Bloat186">Bloat186</div>
| <div id="Bloat186">Bloat186</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 5476: Строка 5479:
| <div id="Bloat187">Bloat187</div>
| <div id="Bloat187">Bloat187</div>
| WRITING AND GRAPHICS
| WRITING AND GRAPHICS
| (Future)
| (В будущем)
| If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.
| If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.
|  
|  
Строка 5482: Строка 5485:
| <div id="Bloat188">Bloat188</div>
| <div id="Bloat188">Bloat188</div>
| KEYS
| KEYS
| (Future)
| (В будущем)
| Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc.
| Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc.
| [[#Core42|Core42]]
| [[#Core42|Core42]]
Строка 5488: Строка 5491:
| <div id="Bloat189">Bloat189</div>
| <div id="Bloat189">Bloat189</div>
| INTERNAL AREAS
| INTERNAL AREAS
| (Future)
| (В будущем)
| Internal mushroom jungles and lost whatevers and so on.
| Internal mushroom jungles and lost whatevers and so on.
|  
|  
Строка 5494: Строка 5497:
| <div id="Bloat190">Bloat190</div>
| <div id="Bloat190">Bloat190</div>
| UNDERGROUND LAKES
| UNDERGROUND LAKES
| Completed
| '''Завершено'''
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.
|  
|  
Строка 5500: Строка 5503:
| <div id="Bloat191">Bloat191</div>
| <div id="Bloat191">Bloat191</div>
| SNAKES AND WORMS
| SNAKES AND WORMS
| (Future)
| (В будущем)
| There are some complications from these creatures since they should always be on the ground and need to start that way.
| There are some complications from these creatures since they should always be on the ground and need to start that way.
|  
|  
Строка 5506: Строка 5509:
| <div id="Bloat192">Bloat192</div>
| <div id="Bloat192">Bloat192</div>
| LYING AND BEING PUNISHED
| LYING AND BEING PUNISHED
| (Future)
| (В будущем)
| You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.
| You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.
|  
|  
Строка 5512: Строка 5515:
| <div id="Bloat193">Bloat193</div>
| <div id="Bloat193">Bloat193</div>
| DEMOGRAPHICS ISSUES 1
| DEMOGRAPHICS ISSUES 1
| (Future)
| (В будущем)
| If a town runs out of women, they could seek more.
| If a town runs out of women, they could seek more.
|  
|  
Строка 5518: Строка 5521:
| <div id="Bloat194">Bloat194</div>
| <div id="Bloat194">Bloat194</div>
| DEMOGRAPHICS ISSUES 2
| DEMOGRAPHICS ISSUES 2
| (Future)
| (В будущем)
| If there are too many men in town, they could start more wars.
| If there are too many men in town, they could start more wars.
|  
|  
Строка 5524: Строка 5527:
| <div id="Bloat195">Bloat195</div>
| <div id="Bloat195">Bloat195</div>
| ADVENTURER MOUNTS
| ADVENTURER MOUNTS
| (Future)
| (В будущем)
| Should be able to acquire mounts and beasts of burden.
| Should be able to acquire mounts and beasts of burden.
|  
|  
Строка 5530: Строка 5533:
| <div id="Bloat196">Bloat196</div>
| <div id="Bloat196">Bloat196</div>
| VILLAGE STORIES
| VILLAGE STORIES
| (Future)
| (В будущем)
| Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.
| Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.
|  
|  
Строка 5536: Строка 5539:
| <div id="Bloat197">Bloat197</div>
| <div id="Bloat197">Bloat197</div>
| MINIMAP ISSUES
| MINIMAP ISSUES
| (Future)
| (В будущем)
| Center X on minimap and make sure it flickers properly.
| Center X on minimap and make sure it flickers properly.
|  
|  
Строка 5542: Строка 5545:
| <div id="Bloat198">Bloat198</div>
| <div id="Bloat198">Bloat198</div>
| SITE SPRAWL
| SITE SPRAWL
| (Future)
| (В будущем)
| The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.
| The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.
|  
|  
Строка 5548: Строка 5551:
| <div id="Bloat199">Bloat199</div>
| <div id="Bloat199">Bloat199</div>
| MINING/CUTTING ANNOUNCEMENTS
| MINING/CUTTING ANNOUNCEMENTS
| (Future)
| (В будущем)
| It could announce when current reachable wood-cutting and mining jobs are done.
| It could announce when current reachable wood-cutting and mining jobs are done.
|  
|  
Строка 5554: Строка 5557:
| <div id="Bloat200">Bloat200</div>
| <div id="Bloat200">Bloat200</div>
| PERSISTENT CONVERSATIONS
| PERSISTENT CONVERSATIONS
| (Future)
| (В будущем)
| Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.
| Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.
|  
|  
Строка 5560: Строка 5563:
| <div id="Bloat201">Bloat201</div>
| <div id="Bloat201">Bloat201</div>
| CONVERSATION UTTERANCE BUILDERS
| CONVERSATION UTTERANCE BUILDERS
| (Future)
| (В будущем)
| When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.
| When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.
|  
|  
Строка 5566: Строка 5569:
| <div id="Bloat202">Bloat202</div>
| <div id="Bloat202">Bloat202</div>
| CONVERSATION PLEASANTRIES
| CONVERSATION PLEASANTRIES
| (Future)
| (В будущем)
| Have random pleasantries with random responses.
| Have random pleasantries with random responses.
|  
|  
Строка 5572: Строка 5575:
| <div id="Bloat203">Bloat203</div>
| <div id="Bloat203">Bloat203</div>
| SPECIFIC QUERIES
| SPECIFIC QUERIES
| (Future)
| (В будущем)
| Can ask about any entity, site, creature etc that is known to you.
| Can ask about any entity, site, creature etc that is known to you.
|  
|  
Строка 5578: Строка 5581:
| <div id="Bloat204">Bloat204</div>
| <div id="Bloat204">Bloat204</div>
| STORE QUERIES
| STORE QUERIES
| (Future)
| (В будущем)
| Can ask about stores, people can direct you, even to another town.
| Can ask about stores, people can direct you, even to another town.
|  
|  
Строка 5584: Строка 5587:
| <div id="Bloat205">Bloat205</div>
| <div id="Bloat205">Bloat205</div>
| UNIT KNOWLEDGE
| UNIT KNOWLEDGE
| (Future)
| (В будущем)
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
|  
|  
Строка 5590: Строка 5593:
| <div id="Bloat206">Bloat206</div>
| <div id="Bloat206">Bloat206</div>
| DWARF/ELF COMMUNITIES
| DWARF/ELF COMMUNITIES
| (Future)
| (В будущем)
| Add meaningful things to the dwarf/elf communities.
| Add meaningful things to the dwarf/elf communities.
|  
|  
Строка 5596: Строка 5599:
| <div id="Bloat207">Bloat207</div>
| <div id="Bloat207">Bloat207</div>
| SLOW ESCALATION TO VIOLENCE
| SLOW ESCALATION TO VIOLENCE
| (Future)
| (В будущем)
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
|  
|  
Строка 5602: Строка 5605:
| <div id="Bloat208">Bloat208</div>
| <div id="Bloat208">Bloat208</div>
| VEGETATION ISSUES
| VEGETATION ISSUES
| (Future)
| (В будущем)
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
|  
|  
Строка 5608: Строка 5611:
| <div id="Bloat209">Bloat209</div>
| <div id="Bloat209">Bloat209</div>
| REGION FACTS
| REGION FACTS
| (Future)
| (В будущем)
| Regions can have legend facts, like what dwells there. Only show discovered populations.
| Regions can have legend facts, like what dwells there. Only show discovered populations.
|  
|  
Строка 5614: Строка 5617:
| <div id="Bloat210">Bloat210</div>
| <div id="Bloat210">Bloat210</div>
| STORE NAMES
| STORE NAMES
| (Future)
| (В будущем)
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
|  
|  
Строка 5620: Строка 5623:
| <div id="Bloat211">Bloat211</div>
| <div id="Bloat211">Bloat211</div>
| RELATIONSHIP OPTIMIZATION
| RELATIONSHIP OPTIMIZATION
| Completed
| '''Завершено'''
| There's a technical optimization tagged in the code for how they store relationships.
| There's a technical optimization tagged in the code for how they store relationships.
|  
|  
Строка 5626: Строка 5629:
| <div id="Bloat212">Bloat212</div>
| <div id="Bloat212">Bloat212</div>
| BOTTLING
| BOTTLING
| (Future)
| (В будущем)
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
|  
|  
Строка 5632: Строка 5635:
| <div id="Bloat213">Bloat213</div>
| <div id="Bloat213">Bloat213</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 5638: Строка 5641:
| <div id="Bloat214">Bloat214</div>
| <div id="Bloat214">Bloat214</div>
| SPRINTING
| SPRINTING
| (Future)
| (В будущем)
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
|  
|  
Строка 5644: Строка 5647:
| <div id="Bloat215">Bloat215</div>
| <div id="Bloat215">Bloat215</div>
| COIN ISSUE
| COIN ISSUE
| Completed
| '''Завершено'''
| Technical issue with coin batches.
| Technical issue with coin batches.
|  
|  
Строка 5650: Строка 5653:
| <div id="Bloat216">Bloat216</div>
| <div id="Bloat216">Bloat216</div>
| FINALIZE ART IMAGES
| FINALIZE ART IMAGES
| Completed
| '''Завершено'''
| Art images should describe historical events, etc., rather than just being an image.
| Art images should describe historical events, etc., rather than just being an image.
|  
|  
Строка 5656: Строка 5659:
| <div id="Bloat217">Bloat217</div>
| <div id="Bloat217">Bloat217</div>
| SAVING MAP SEEDS
| SAVING MAP SEEDS
| Completed
| '''Завершено'''
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
|  
|  
Строка 5662: Строка 5665:
| <div id="Bloat218">Bloat218</div>
| <div id="Bloat218">Bloat218</div>
| VEIN MINING OPTION
| VEIN MINING OPTION
| (Future)
| (В будущем)
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
|  
|  
Строка 5668: Строка 5671:
| <div id="Bloat219">Bloat219</div>
| <div id="Bloat219">Bloat219</div>
| HISTORY GROUPING
| HISTORY GROUPING
| (Future)
| (В будущем)
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
|  
|  
Строка 5674: Строка 5677:
| <div id="Bloat220">Bloat220</div>
| <div id="Bloat220">Bloat220</div>
| AGING ITEMS
| AGING ITEMS
| (Future)
| (В будущем)
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
|  
|  
Строка 5680: Строка 5683:
| <div id="Bloat221">Bloat221</div>
| <div id="Bloat221">Bloat221</div>
| ART IMAGE COMPLEXITY AND IMPROVEMENT
| ART IMAGE COMPLEXITY AND IMPROVEMENT
| (Future)
| (В будущем)
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
|  
|  
Строка 5686: Строка 5689:
| <div id="Bloat222">Bloat222</div>
| <div id="Bloat222">Bloat222</div>
| FRIENDLY FIRE
| FRIENDLY FIRE
| (Future)
| (В будущем)
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
|  
|  
Строка 5692: Строка 5695:
| <div id="Bloat223">Bloat223</div>
| <div id="Bloat223">Bloat223</div>
| WILDERNESS CAUTION
| WILDERNESS CAUTION
| (Future)
| (В будущем)
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory
|  
|  
Строка 5698: Строка 5701:
| <div id="Bloat224">Bloat224</div>
| <div id="Bloat224">Bloat224</div>
| STATUE IMPROVEMENTS
| STATUE IMPROVEMENTS
| (Future)
| (В будущем)
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
|  
|  
Строка 5704: Строка 5707:
| <div id="Bloat225">Bloat225</div>
| <div id="Bloat225">Bloat225</div>
| UNPREPARED FISH ROTTING
| UNPREPARED FISH ROTTING
| (Future)
| (В будущем)
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.
|  
|  
Строка 5710: Строка 5713:
| <div id="Bloat226">Bloat226</div>
| <div id="Bloat226">Bloat226</div>
| WEB CHECK
| WEB CHECK
| (Future)
| (В будущем)
| Technical issue with webs.
| Technical issue with webs.
|  
|  
Строка 5716: Строка 5719:
| <div id="Bloat227">Bloat227</div>
| <div id="Bloat227">Bloat227</div>
| LEAPING AND PITS
| LEAPING AND PITS
| (Future)
| (В будущем)
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
|  
|  
Строка 5722: Строка 5725:
| <div id="Bloat228">Bloat228</div>
| <div id="Bloat228">Bloat228</div>
| ADVENTURE MODE DREAMS WHILE SLEEPING
| ADVENTURE MODE DREAMS WHILE SLEEPING
| (Future)
| (В будущем)
| Dreams in adventure mode, occasionally you can get history, other information and quests this way
| Dreams in adventure mode, occasionally you can get history, other information and quests this way
|  
|  
Строка 5728: Строка 5731:
| <div id="Bloat229">Bloat229</div>
| <div id="Bloat229">Bloat229</div>
| QUICKLIME
| QUICKLIME
| (Future)
| (В будущем)
| Bake limestone in a kiln for it, and implement some uses
| Bake limestone in a kiln for it, and implement some uses
|  
|  
Строка 5734: Строка 5737:
| <div id="Bloat230">Bloat230</div>
| <div id="Bloat230">Bloat230</div>
| DWARVEN HUNGER
| DWARVEN HUNGER
| Completed
| '''Завершено'''
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
|  
|  
Строка 5740: Строка 5743:
| <div id="Bloat231">Bloat231</div>
| <div id="Bloat231">Bloat231</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 5746: Строка 5749:
| <div id="Bloat232">Bloat232</div>
| <div id="Bloat232">Bloat232</div>
| SWEAT
| SWEAT
| (Future)
| (В будущем)
| Linked to exertion, can have a number of effects.
| Linked to exertion, can have a number of effects.
|  
|  
Строка 5752: Строка 5755:
| <div id="Bloat233">Bloat233</div>
| <div id="Bloat233">Bloat233</div>
| ARENAS
| ARENAS
| (Future)
| (В будущем)
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
|  
|  
Строка 5758: Строка 5761:
| <div id="Bloat234">Bloat234</div>
| <div id="Bloat234">Bloat234</div>
| APPROPRIATE ANIMALS FOR CIVS
| APPROPRIATE ANIMALS FOR CIVS
| (Future)
| (В будущем)
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.
|  
|  
Строка 5764: Строка 5767:
| <div id="Bloat235">Bloat235</div>
| <div id="Bloat235">Bloat235</div>
| HALF-BLOCKED SKY
| HALF-BLOCKED SKY
| (Future)
| (В будущем)
| "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
| "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
|  
|  
Строка 5770: Строка 5773:
| <div id="Bloat236">Bloat236</div>
| <div id="Bloat236">Bloat236</div>
| MARTIAL LAW
| MARTIAL LAW
| (Future)
| (В будущем)
| Nobles could declare martial law if things get out of hand, which could have various effects.
| Nobles could declare martial law if things get out of hand, which could have various effects.
|  
|  
Строка 5776: Строка 5779:
| <div id="Bloat237">Bloat237</div>
| <div id="Bloat237">Bloat237</div>
| EVIL ALCHEMY
| EVIL ALCHEMY
| (Future)
| (В будущем)
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
|  
|  
Строка 5782: Строка 5785:
| <div id="Bloat238">Bloat238</div>
| <div id="Bloat238">Bloat238</div>
| REGIONAL EVIL EXPLANATIONS
| REGIONAL EVIL EXPLANATIONS
| (Future)
| (В будущем)
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
|  
|  
Строка 5788: Строка 5791:
| <div id="Bloat239">Bloat239</div>
| <div id="Bloat239">Bloat239</div>
| REGION HISTORIES
| REGION HISTORIES
| (Future)
| (В будущем)
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
|  
|  
Строка 5794: Строка 5797:
| <div id="Bloat240">Bloat240</div>
| <div id="Bloat240">Bloat240</div>
| Z VEINS
| Z VEINS
| Completed
| '''Завершено'''
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
|  
|  
Строка 5800: Строка 5803:
| <div id="Bloat241">Bloat241</div>
| <div id="Bloat241">Bloat241</div>
| CREATURE ANTICS
| CREATURE ANTICS
| (Future)
| (В будущем)
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
|  
|  
Строка 5806: Строка 5809:
| <div id="Bloat242">Bloat242</div>
| <div id="Bloat242">Bloat242</div>
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS
| (Future)
| (В будущем)
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
|  
|  
Строка 5812: Строка 5815:
| <div id="Bloat243">Bloat243</div>
| <div id="Bloat243">Bloat243</div>
| CLOTHING VARIATIONS
| CLOTHING VARIATIONS
| (Future)
| (В будущем)
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
|  
|  
Строка 5818: Строка 5821:
| <div id="Bloat244">Bloat244</div>
| <div id="Bloat244">Bloat244</div>
| VOCALIZATIONS
| VOCALIZATIONS
| (Future)
| (В будущем)
| Battle yells, random grunts, etc.
| Battle yells, random grunts, etc.
|  
|  
Строка 5824: Строка 5827:
| <div id="Bloat245">Bloat245</div>
| <div id="Bloat245">Bloat245</div>
| IMPROVEMENT OF ENGRAVINGS
| IMPROVEMENT OF ENGRAVINGS
| (Future)
| (В будущем)
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
|  
|  
Строка 5830: Строка 5833:
| <div id="Bloat246">Bloat246</div>
| <div id="Bloat246">Bloat246</div>
| ORGAN RETENTION
| ORGAN RETENTION
| (Future)
| (В будущем)
| Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
| Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
|  
|  
Строка 5836: Строка 5839:
| <div id="Bloat247">Bloat247</div>
| <div id="Bloat247">Bloat247</div>
| HERBIVORES AND LIVESTOCK AND SO ON
| HERBIVORES AND LIVESTOCK AND SO ON
| (Future)
| (В будущем)
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
|  
|  
Строка 5842: Строка 5845:
| <div id="Bloat248">Bloat248</div>
| <div id="Bloat248">Bloat248</div>
| TRANSLATION CLEARANCE
| TRANSLATION CLEARANCE
| Completed
| '''Завершено'''
| Go through and check languages for tone.
| Go through and check languages for tone.
|  
|  
Строка 5848: Строка 5851:
| <div id="Bloat249">Bloat249</div>
| <div id="Bloat249">Bloat249</div>
| PROPER BLOOD SUCKING
| PROPER BLOOD SUCKING
| (Future)
| (В будущем)
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
|  
|  
Строка 5854: Строка 5857:
| <div id="Bloat250">Bloat250</div>
| <div id="Bloat250">Bloat250</div>
| AUTOMATIC MANDATE HANDLING
| AUTOMATIC MANDATE HANDLING
| (Future)
| (В будущем)
| Could add an option to make noble mandates go directly into the work order queue.
| Could add an option to make noble mandates go directly into the work order queue.
|  
|  
Строка 5860: Строка 5863:
| <div id="Bloat251">Bloat251</div>
| <div id="Bloat251">Bloat251</div>
| USEFUL TREASURER
| USEFUL TREASURER
| (Future)
| (В будущем)
| The treasurer could walk around and combine coin stacks.
| The treasurer could walk around and combine coin stacks.
|  
|  
Строка 5866: Строка 5869:
| <div id="Bloat252">Bloat252</div>
| <div id="Bloat252">Bloat252</div>
| ENVIRONMENTAL LEARNING
| ENVIRONMENTAL LEARNING
| (Future)
| (В будущем)
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
|  
|  
Строка 5872: Строка 5875:
| <div id="Bloat253">Bloat253</div>
| <div id="Bloat253">Bloat253</div>
| ADVANCED WORK ORDERS
| ADVANCED WORK ORDERS
| (Future)
| (В будущем)
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
|  
|  
Строка 5878: Строка 5881:
| <div id="Bloat254">Bloat254</div>
| <div id="Bloat254">Bloat254</div>
| GRAB-TEARS II
| GRAB-TEARS II
| (Future)
| (В будущем)
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
|  
|  
Строка 5884: Строка 5887:
| <div id="Bloat255">Bloat255</div>
| <div id="Bloat255">Bloat255</div>
| INCIDENTAL HANGINGS
| INCIDENTAL HANGINGS
| (Future)
| (В будущем)
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
|  
|  
Строка 5890: Строка 5893:
| <div id="Bloat256">Bloat256</div>
| <div id="Bloat256">Bloat256</div>
| VEGETATION MELTING/BOILING
| VEGETATION MELTING/BOILING
| (Future)
| (В будущем)
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
|  
|  
Строка 5896: Строка 5899:
| <div id="Bloat257">Bloat257</div>
| <div id="Bloat257">Bloat257</div>
| TANNING
| TANNING
| (Future)
| (В будущем)
| Tanning should probably be made more interesting.
| Tanning should probably be made more interesting.
|  
|  
Строка 5902: Строка 5905:
| <div id="Bloat258">Bloat258</div>
| <div id="Bloat258">Bloat258</div>
| WATERPROOFING
| WATERPROOFING
| (Future)
| (В будущем)
| Waterproofing of leather might become an issue
| Waterproofing of leather might become an issue
|  
|  
Строка 5908: Строка 5911:
| <div id="Bloat259">Bloat259</div>
| <div id="Bloat259">Bloat259</div>
| TAWING
| TAWING
| (Future)
| (В будущем)
| An interesting alternative to tanning.
| An interesting alternative to tanning.
|  
|  
Строка 5914: Строка 5917:
| <div id="Bloat260">Bloat260</div>
| <div id="Bloat260">Bloat260</div>
| CUSTOM ENGRAVINGS
| CUSTOM ENGRAVINGS
| (Future)
| (В будущем)
| People have expressed an interest in engraving custom text and symbols.
| People have expressed an interest in engraving custom text and symbols.
|  
|  
Строка 5920: Строка 5923:
| <div id="Bloat261">Bloat261</div>
| <div id="Bloat261">Bloat261</div>
| LEGEND ERASURE
| LEGEND ERASURE
| (Future)
| (В будущем)
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.
|  
|  
Строка 5926: Строка 5929:
| <div id="Bloat262">Bloat262</div>
| <div id="Bloat262">Bloat262</div>
| MORE THOUGHT INFORMATION
| MORE THOUGHT INFORMATION
| (Future)
| (В будущем)
| Certain thoughts need to store additional information.
| Certain thoughts need to store additional information.
|  
|  
Строка 5932: Строка 5935:
| <div id="Bloat263">Bloat263</div>
| <div id="Bloat263">Bloat263</div>
| MASTERPIECE TRADE
| MASTERPIECE TRADE
| (Future)
| (В будущем)
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
|  
|  
Строка 5938: Строка 5941:
| <div id="Bloat264">Bloat264</div>
| <div id="Bloat264">Bloat264</div>
| DYES AND MORDANTS
| DYES AND MORDANTS
| (Future)
| (В будущем)
| There are all sorts of things that can be done with dyes and mordants.
| There are all sorts of things that can be done with dyes and mordants.
|  
|  
Строка 5944: Строка 5947:
| <div id="Bloat265">Bloat265</div>
| <div id="Bloat265">Bloat265</div>
| WOODEN FURNITURE DISASSEMBLY
| WOODEN FURNITURE DISASSEMBLY
| (Future)
| (В будущем)
| Ability to take apart wooden furniture.
| Ability to take apart wooden furniture.
|  
|  
Строка 5950: Строка 5953:
| <div id="Bloat266">Bloat266</div>
| <div id="Bloat266">Bloat266</div>
| TALKING ABOUT THE WEATHER
| TALKING ABOUT THE WEATHER
| (Future)
| (В будущем)
| Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.
| Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.
|  
|  
Строка 5956: Строка 5959:
| <div id="Bloat267">Bloat267</div>
| <div id="Bloat267">Bloat267</div>
| EXTENDED BARTERING
| EXTENDED BARTERING
| (Future)
| (В будущем)
| Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.
| Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.
|  
|  
Строка 5962: Строка 5965:
| <div id="Bloat268">Bloat268</div>
| <div id="Bloat268">Bloat268</div>
| SCREENSHOTS
| SCREENSHOTS
| (Future)
| (В будущем)
| Ability to have the game output a screenshot easily.
| Ability to have the game output a screenshot easily.
|  
|  
Строка 5968: Строка 5971:
| <div id="Bloat269">Bloat269</div>
| <div id="Bloat269">Bloat269</div>
| ALCHEMY
| ALCHEMY
| (Future)
| (В будущем)
| Various uses and reactions of chemicals, acids etc.
| Various uses and reactions of chemicals, acids etc.
|  
|  
Строка 5974: Строка 5977:
| <div id="Bloat270">Bloat270</div>
| <div id="Bloat270">Bloat270</div>
| COMBAT LOGS AND EVENTS
| COMBAT LOGS AND EVENTS
| (Future)
| (В будущем)
| Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
| Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
|  
|  
Строка 5980: Строка 5983:
| <div id="Bloat271">Bloat271</div>
| <div id="Bloat271">Bloat271</div>
| DRAGGING PEOPLE AROUND
| DRAGGING PEOPLE AROUND
| (Future)
| (В будущем)
| Ability to drag somebody around instead of releasing a wrestling hold when you move.
| Ability to drag somebody around instead of releasing a wrestling hold when you move.
|  
|  
Строка 5986: Строка 5989:
| <div id="Bloat272">Bloat272</div>
| <div id="Bloat272">Bloat272</div>
| WATER POISONING
| WATER POISONING
| (Future)
| (В будущем)
| Malicious creatures might attempt to poison or otherwise taint your water supply.
| Malicious creatures might attempt to poison or otherwise taint your water supply.
|  
|  
Строка 5992: Строка 5995:
| <div id="Bloat273">Bloat273</div>
| <div id="Bloat273">Bloat273</div>
| ONE-STEP OPTIONS
| ONE-STEP OPTIONS
| (Future)
| (В будущем)
| Ability to set the amount of time advanced by the one-step key.
| Ability to set the amount of time advanced by the one-step key.
|  
|  
Строка 5998: Строка 6001:
| <div id="Bloat274">Bloat274</div>
| <div id="Bloat274">Bloat274</div>
| CUSTOM COLORS
| CUSTOM COLORS
| (Future)
| (В будущем)
| Customizable unit and custom profession colors.
| Customizable unit and custom profession colors.
|  
|  
Строка 6004: Строка 6007:
| <div id="Bloat275">Bloat275</div>
| <div id="Bloat275">Bloat275</div>
| REVENGE AND INJURIES
| REVENGE AND INJURIES
| (Future)
| (В будущем)
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
|  
|  
Строка 6010: Строка 6013:
| <div id="Bloat276">Bloat276</div>
| <div id="Bloat276">Bloat276</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 6016: Строка 6019:
| <div id="Bloat277">Bloat277</div>
| <div id="Bloat277">Bloat277</div>
| SOUND EVENTS
| SOUND EVENTS
| (Future)
| (В будущем)
| Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.
| Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.
|  
|  
Строка 6022: Строка 6025:
| <div id="Bloat278">Bloat278</div>
| <div id="Bloat278">Bloat278</div>
| TRAPS THAT PROPEL THINGS
| TRAPS THAT PROPEL THINGS
| (Future)
| (В будущем)
| Weapon traps cannot propel units, but giant hammer traps should propel units.
| Weapon traps cannot propel units, but giant hammer traps should propel units.
|  
|  
Строка 6028: Строка 6031:
| <div id="Bloat279">Bloat279</div>
| <div id="Bloat279">Bloat279</div>
| IMPROVED LEVERS
| IMPROVED LEVERS
| (Future)
| (В будущем)
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
|  
|  
Строка 6034: Строка 6037:
| <div id="Bloat280">Bloat280</div>
| <div id="Bloat280">Bloat280</div>
| ONE-WAY/SECRET DOORS
| ONE-WAY/SECRET DOORS
| (Future)
| (В будущем)
| These would be nice but raise path-finding optimization issues.
| These would be nice but raise path-finding optimization issues.
|  
|  
Строка 6040: Строка 6043:
| <div id="Bloat281">Bloat281</div>
| <div id="Bloat281">Bloat281</div>
| IMPROVE ANIMAL MANAGEMENT
| IMPROVE ANIMAL MANAGEMENT
| (Future)
| (В будущем)
| There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.
| There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.
|  
|  
Строка 6046: Строка 6049:
| <div id="Bloat282">Bloat282</div>
| <div id="Bloat282">Bloat282</div>
| MORE MINERAL PROPERTIES
| MORE MINERAL PROPERTIES
| (Future)
| (В будущем)
| The various minerals should have additional properties. These might influence dig speed and so on.
| The various minerals should have additional properties. These might influence dig speed and so on.
|  
|  
Строка 6052: Строка 6055:
| <div id="Bloat283">Bloat283</div>
| <div id="Bloat283">Bloat283</div>
| DEBUG OPTIONS
| DEBUG OPTIONS
| (Future)
| (В будущем)
| Various ways to fiddle with internal settings.
| Various ways to fiddle with internal settings.
|  
|  
Строка 6058: Строка 6061:
| <div id="Bloat284">Bloat284</div>
| <div id="Bloat284">Bloat284</div>
| RIVER ROCKS
| RIVER ROCKS
| (Future)
| (В будущем)
| The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.
| The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.
|  
|  
Строка 6064: Строка 6067:
| <div id="Bloat285">Bloat285</div>
| <div id="Bloat285">Bloat285</div>
| CREATURE RANGES
| CREATURE RANGES
| (Future)
| (В будущем)
| A given creature should often have a more coherent range over the entire world, rather than going region by region.
| A given creature should often have a more coherent range over the entire world, rather than going region by region.
|  
|  
Строка 6070: Строка 6073:
| <div id="Bloat286">Bloat286</div>
| <div id="Bloat286">Bloat286</div>
| RAIN POOLING
| RAIN POOLING
| (Future)
| (В будущем)
| Rain should have a chance to collect in certain areas.
| Rain should have a chance to collect in certain areas.
|  
|  
Строка 6076: Строка 6079:
| <div id="Bloat287">Bloat287</div>
| <div id="Bloat287">Bloat287</div>
| THIN ICE
| THIN ICE
| (Future)
| (В будущем)
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
|  
|  
Строка 6082: Строка 6085:
| <div id="Bloat288">Bloat288</div>
| <div id="Bloat288">Bloat288</div>
| DUST STORMS
| DUST STORMS
| (Future)
| (В будущем)
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.
|  
|  
Строка 6088: Строка 6091:
| <div id="Bloat289">Bloat289</div>
| <div id="Bloat289">Bloat289</div>
| HUMANS USE HORSES
| HUMANS USE HORSES
| Completed
| '''Завершено'''
| Humans should ride horses into battle if they are available.
| Humans should ride horses into battle if they are available.
|  
|  
Строка 6094: Строка 6097:
| <div id="Bloat290">Bloat290</div>
| <div id="Bloat290">Bloat290</div>
| LAKE/SWAMP IMPROVEMENTS I
| LAKE/SWAMP IMPROVEMENTS I
| (Future)
| (В будущем)
| Water lilies rooted to the soil below, duckweed floating in the water
| Water lilies rooted to the soil below, duckweed floating in the water
|  
|  
Строка 6100: Строка 6103:
| <div id="Bloat291">Bloat291</div>
| <div id="Bloat291">Bloat291</div>
| LAKE/SWAMP IMPROVEMENTS II
| LAKE/SWAMP IMPROVEMENTS II
| (Future)
| (В будущем)
| Mosquitoes and leeches.
| Mosquitoes and leeches.
|  
|  
Строка 6106: Строка 6109:
| <div id="Bloat292">Bloat292</div>
| <div id="Bloat292">Bloat292</div>
| DEEP AND PERSISTENT SNOW
| DEEP AND PERSISTENT SNOW
| (Future)
| (В будущем)
| Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.
| Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.
|  
|  
Строка 6112: Строка 6115:
| <div id="Bloat293">Bloat293</div>
| <div id="Bloat293">Bloat293</div>
| LOCAL ROADS
| LOCAL ROADS
| (Future)
| (В будущем)
| Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.
| Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.
|  
|  
Строка 6118: Строка 6121:
| <div id="Bloat294">Bloat294</div>
| <div id="Bloat294">Bloat294</div>
| CLEANING ADJACENT INACCESSIBLE SQUARES
| CLEANING ADJACENT INACCESSIBLE SQUARES
| (Future)
| (В будущем)
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
|  
|  
Строка 6124: Строка 6127:
| <div id="Bloat295">Bloat295</div>
| <div id="Bloat295">Bloat295</div>
| WEAPON TRAP EFFECTS
| WEAPON TRAP EFFECTS
| (Future)
| (В будущем)
| Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.
| Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.
|  
|  
Строка 6130: Строка 6133:
| <div id="Bloat296">Bloat296</div>
| <div id="Bloat296">Bloat296</div>
| FINGERLESS GLOVES
| FINGERLESS GLOVES
| (Future)
| (В будущем)
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
|  
|  
Строка 6136: Строка 6139:
| <div id="Bloat297">Bloat297</div>
| <div id="Bloat297">Bloat297</div>
| CONTINUOUS ITEM AMOUNTS
| CONTINUOUS ITEM AMOUNTS
| (Future)
| (В будущем)
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
|  
|  
Строка 6142: Строка 6145:
| <div id="Bloat298">Bloat298</div>
| <div id="Bloat298">Bloat298</div>
| IMPERFECT CONSTRUCTIONS
| IMPERFECT CONSTRUCTIONS
| (Future)
| (В будущем)
| You should be able to intentionally build submasterpiece buildings and items.
| You should be able to intentionally build submasterpiece buildings and items.
|  
|  
Строка 6148: Строка 6151:
| <div id="Bloat299">Bloat299</div>
| <div id="Bloat299">Bloat299</div>
| FLATWORLD
| FLATWORLD
| (Future)
| (В будущем)
| For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.
| For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.
|  
|  
Строка 6154: Строка 6157:
| <div id="Bloat300">Bloat300</div>
| <div id="Bloat300">Bloat300</div>
| ARCHERY TRAINING MATERIALS
| ARCHERY TRAINING MATERIALS
| (Future)
| (В будущем)
| Standing orders for archery training regarding which material to use.
| Standing orders for archery training regarding which material to use.
|  
|  
Строка 6160: Строка 6163:
| <div id="Bloat301">Bloat301</div>
| <div id="Bloat301">Bloat301</div>
| BUILDING SQUARE BLOCKAGES
| BUILDING SQUARE BLOCKAGES
| (Future)
| (В будущем)
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
|  
|  
Строка 6166: Строка 6169:
| <div id="Bloat302">Bloat302</div>
| <div id="Bloat302">Bloat302</div>
| CREATURE ART ELEMENTS
| CREATURE ART ELEMENTS
| (Future)
| (В будущем)
| Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.
| Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.
|  
|  
Строка 6172: Строка 6175:
| <div id="Bloat303">Bloat303</div>
| <div id="Bloat303">Bloat303</div>
| NOISE POLLUTION INDICATOR
| NOISE POLLUTION INDICATOR
| (Future)
| (В будущем)
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from
|  
|  
Строка 6178: Строка 6181:
| <div id="Bloat304">Bloat304</div>
| <div id="Bloat304">Bloat304</div>
| UNDERGROUND TREE CAPS
| UNDERGROUND TREE CAPS
| (Future)
| (В будущем)
| Evaluate elf tree caps with respect to underground tree farms.
| Evaluate elf tree caps with respect to underground tree farms.
|  
|  
Строка 6184: Строка 6187:
| <div id="Bloat305">Bloat305</div>
| <div id="Bloat305">Bloat305</div>
| GUILDS
| GUILDS
| (Future)
| (В будущем)
| Bring guild back more robustly as local and civ-wide organizations.
| Bring guild back more robustly as local and civ-wide organizations.
|  
|  
Строка 6190: Строка 6193:
| <div id="Bloat306">Bloat306</div>
| <div id="Bloat306">Bloat306</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 6196: Строка 6199:
| <div id="Bloat307">Bloat307</div>
| <div id="Bloat307">Bloat307</div>
| DESCRIPTIVE INFO
| DESCRIPTIVE INFO
| (Future)
| (В будущем)
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
|  
|  
Строка 6202: Строка 6205:
| <div id="Bloat308">Bloat308</div>
| <div id="Bloat308">Bloat308</div>
| QUALITY/DAMAGE CUSTOM STOCKPILES
| QUALITY/DAMAGE CUSTOM STOCKPILES
| (Future)
| (В будущем)
| Allow stockpiles to specify quality/damage state.
| Allow stockpiles to specify quality/damage state.
|  
|  
Строка 6208: Строка 6211:
| <div id="Bloat309">Bloat309</div>
| <div id="Bloat309">Bloat309</div>
| SENSIBLE MIGRANT PROVISIONS
| SENSIBLE MIGRANT PROVISIONS
| (Future)
| (В будущем)
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
|  
|  
Строка 6214: Строка 6217:
| <div id="Bloat310">Bloat310</div>
| <div id="Bloat310">Bloat310</div>
| STRICT STONE BUILDING MATERIAL REQUIREMENTS
| STRICT STONE BUILDING MATERIAL REQUIREMENTS
| (Future)
| (В будущем)
| Some buildings require rock blocks where metal ones would do.
| Some buildings require rock blocks where metal ones would do.
|  
|  
Строка 6220: Строка 6223:
| <div id="Bloat311">Bloat311</div>
| <div id="Bloat311">Bloat311</div>
| UNIT INVENTORY DISPLAY
| UNIT INVENTORY DISPLAY
| (Future)
| (В будущем)
| Ability to see inventory somewhere on the unit profile screen.
| Ability to see inventory somewhere on the unit profile screen.
|  
|  
Строка 6226: Строка 6229:
| <div id="Bloat312">Bloat312</div>
| <div id="Bloat312">Bloat312</div>
| MIGRANT CONTROL
| MIGRANT CONTROL
| (Future)
| (В будущем)
| Ability to refuse migrant groups with repercussions.
| Ability to refuse migrant groups with repercussions.
|  
|  
Строка 6232: Строка 6235:
| <div id="Bloat313">Bloat313</div>
| <div id="Bloat313">Bloat313</div>
| STOCKPILE CONSOLIDATION
| STOCKPILE CONSOLIDATION
| (Future)
| (В будущем)
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
|  
|  
Строка 6238: Строка 6241:
| <div id="Bloat314">Bloat314</div>
| <div id="Bloat314">Bloat314</div>
| DESIGNATION SIZE INFO
| DESIGNATION SIZE INFO
| (Future)
| (В будущем)
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
|  
|  
Строка 6244: Строка 6247:
| <div id="Bloat315">Bloat315</div>
| <div id="Bloat315">Bloat315</div>
| DESIGNATION SHAPES
| DESIGNATION SHAPES
| (Future)
| (В будущем)
| Option to designate with circles and custom templates.
| Option to designate with circles and custom templates.
|  
|  
Строка 6250: Строка 6253:
| <div id="Bloat316">Bloat316</div>
| <div id="Bloat316">Bloat316</div>
| PIPE SECTIONS
| PIPE SECTIONS
| (Future)
| (В будущем)
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
|  
|  
Строка 6256: Строка 6259:
| <div id="Bloat317">Bloat317</div>
| <div id="Bloat317">Bloat317</div>
| PERSISTENT WILDS
| PERSISTENT WILDS
| (Future)
| (В будущем)
| Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.
| Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.
|  
|  
Строка 6262: Строка 6265:
| <div id="Bloat318">Bloat318</div>
| <div id="Bloat318">Bloat318</div>
| VARIOUS GRASSES
| VARIOUS GRASSES
| (Future)
| (В будущем)
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
|  
|  
Строка 6268: Строка 6271:
| <div id="Bloat319">Bloat319</div>
| <div id="Bloat319">Bloat319</div>
| IMPROVED BLOOD TRACKING
| IMPROVED BLOOD TRACKING
| (Future)
| (В будущем)
| It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
| It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
|  
|  
Строка 6274: Строка 6277:
| <div id="Bloat320">Bloat320</div>
| <div id="Bloat320">Bloat320</div>
| WORLD-SPANNING FEATURES
| WORLD-SPANNING FEATURES
| (Future)
| (В будущем)
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
|  
|  
Строка 6280: Строка 6283:
| <div id="Bloat321">Bloat321</div>
| <div id="Bloat321">Bloat321</div>
| FOOTPRINTS
| FOOTPRINTS
| (Future)
| (В будущем)
| Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.
| Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.
|  
|  
Строка 6286: Строка 6289:
| <div id="Bloat322">Bloat322</div>
| <div id="Bloat322">Bloat322</div>
| MISCELLANEOUS MATERIAL ACQUISITION
| MISCELLANEOUS MATERIAL ACQUISITION
| (Future)
| (В будущем)
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
|  
|  
Строка 6292: Строка 6295:
| <div id="Bloat323">Bloat323</div>
| <div id="Bloat323">Bloat323</div>
| WIDER USE OF COLOR DEFINITIONS
| WIDER USE OF COLOR DEFINITIONS
| (Future)
| (В будущем)
| Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
| Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
|  
|  
Строка 6298: Строка 6301:
| <div id="Bloat324">Bloat324</div>
| <div id="Bloat324">Bloat324</div>
| FOSSILS
| FOSSILS
| (Future)
| (В будущем)
| Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
| Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
|  
|  
Строка 6304: Строка 6307:
| <div id="Bloat325">Bloat325</div>
| <div id="Bloat325">Bloat325</div>
| ADDITIONAL LIQUID TYPES
| ADDITIONAL LIQUID TYPES
| (Future)
| (В будущем)
| Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.
| Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.
|  
|  
Строка 6310: Строка 6313:
| <div id="Bloat326">Bloat326</div>
| <div id="Bloat326">Bloat326</div>
| SKY AND TOPO DISPLAY
| SKY AND TOPO DISPLAY
| (Future)
| (В будущем)
| Add various optional methods for visualizing the 3D stuffs.
| Add various optional methods for visualizing the 3D stuffs.
|  
|  
Строка 6316: Строка 6319:
| <div id="Bloat327">Bloat327</div>
| <div id="Bloat327">Bloat327</div>
| VARIOUS RIDING POSITIONS
| VARIOUS RIDING POSITIONS
| (Future)
| (В будущем)
| When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.
| When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.
|  
|  
Строка 6322: Строка 6325:
| <div id="Bloat328">Bloat328</div>
| <div id="Bloat328">Bloat328</div>
| IMPROVED SEASHORES
| IMPROVED SEASHORES
| (Future)
| (В будущем)
| Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.
| Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.
|  
|  
Строка 6328: Строка 6331:
| <div id="Bloat329">Bloat329</div>
| <div id="Bloat329">Bloat329</div>
| HIDDEN FUN STUFF
| HIDDEN FUN STUFF
| (Future)
| (В будущем)
|  
|  
|  
|  
Строка 6334: Строка 6337:
| <div id="Bloat330">Bloat330</div>
| <div id="Bloat330">Bloat330</div>
| CLEANSING EVIL AREAS
| CLEANSING EVIL AREAS
| (Future)
| (В будущем)
| The cleansing of evil areas needs to be put back in after tracking is improved.
| The cleansing of evil areas needs to be put back in after tracking is improved.
|  
|  
Строка 6340: Строка 6343:
| <div id="Bloat331">Bloat331</div>
| <div id="Bloat331">Bloat331</div>
| PRESSURE EQUILIBRIUM
| PRESSURE EQUILIBRIUM
| (Future)
| (В будущем)
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
|  
|  
Строка 6346: Строка 6349:
| <div id="Bloat332">Bloat332</div>
| <div id="Bloat332">Bloat332</div>
| PATTERN FLYING CRITTERS
| PATTERN FLYING CRITTERS
| (Future)
| (В будущем)
| Put the pattern flying cave feature critters back in.
| Put the pattern flying cave feature critters back in.
|  
|  
Строка 6352: Строка 6355:
| <div id="Bloat333">Bloat333</div>
| <div id="Bloat333">Bloat333</div>
| ARMOR CONTAMINATION FROM BLEEDING
| ARMOR CONTAMINATION FROM BLEEDING
| (Future)
| (В будущем)
| Requires location specific bleeding information, tied to scarring and infection.
| Requires location specific bleeding information, tied to scarring and infection.
|  
|  
Строка 6358: Строка 6361:
| <div id="Bloat334">Bloat334</div>
| <div id="Bloat334">Bloat334</div>
| IMPROVE LIQUID SINK DIRECTION
| IMPROVE LIQUID SINK DIRECTION
| (Future)
| (В будущем)
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
|  
|  
Строка 6364: Строка 6367:
| <div id="Bloat335">Bloat335</div>
| <div id="Bloat335">Bloat335</div>
| IMPROVED FARMING
| IMPROVED FARMING
| (Future)
| (В будущем)
| Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.
| Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.
|  
|  
Строка 6370: Строка 6373:
| <div id="Bloat336">Bloat336</div>
| <div id="Bloat336">Bloat336</div>
| ITEM PLACEMENT VERSUS SMALL AREAS
| ITEM PLACEMENT VERSUS SMALL AREAS
| (Future)
| (В будущем)
| Check some issues with the placement of objects versus small isolated areas.
| Check some issues with the placement of objects versus small isolated areas.
|  
|  
Строка 6376: Строка 6379:
| <div id="Bloat337">Bloat337</div>
| <div id="Bloat337">Bloat337</div>
| PEAT
| PEAT
| (Future)
| (В будущем)
| Make peat more than just another soil type.
| Make peat more than just another soil type.
|  
|  
Строка 6382: Строка 6385:
| <div id="Bloat338">Bloat338</div>
| <div id="Bloat338">Bloat338</div>
| MORE OUTDOOR MAP FEATURES
| MORE OUTDOOR MAP FEATURES
| (Future)
| (В будущем)
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.
|  
|  
Строка 6388: Строка 6391:
| <div id="Bloat339">Bloat339</div>
| <div id="Bloat339">Bloat339</div>
| RIVER OVERFLOWS
| RIVER OVERFLOWS
| (Future)
| (В будущем)
| River overflows and the return of the associated farming techniques.
| River overflows and the return of the associated farming techniques.
|  
|  
Строка 6394: Строка 6397:
| <div id="Bloat340">Bloat340</div>
| <div id="Bloat340">Bloat340</div>
| BOULDER REMOVAL
| BOULDER REMOVAL
| (Future)
| (В будущем)
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
|  
|  
Строка 6400: Строка 6403:
| <div id="Bloat341">Bloat341</div>
| <div id="Bloat341">Bloat341</div>
| STUCK-IN CONTAMINANTS
| STUCK-IN CONTAMINANTS
| (Future)
| (В будущем)
| Issues with contaminants on item that becomes stuck inside another creature.
| Issues with contaminants on item that becomes stuck inside another creature.
|  
|  
Строка 6406: Строка 6409:
| <div id="Bloat342">Bloat342</div>
| <div id="Bloat342">Bloat342</div>
| MIGRANT HISTORICAL EVENTS
| MIGRANT HISTORICAL EVENTS
| (Future)
| (В будущем)
| Some issues with migrants and associated historical events.
| Some issues with migrants and associated historical events.
|  
|  
Строка 6412: Строка 6415:
| <div id="Bloat343">Bloat343</div>
| <div id="Bloat343">Bloat343</div>
| CLIMBING
| CLIMBING
| (Future)
| (В будущем)
| Ability to climb terrain that would be otherwise impassable.
| Ability to climb terrain that would be otherwise impassable.
|  
|  
Строка 6418: Строка 6421:
| <div id="Bloat344">Bloat344</div>
| <div id="Bloat344">Bloat344</div>
| RELIGIONS AND CULTS
| RELIGIONS AND CULTS
| (Future)
| (В будущем)
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.
|  
|  
Строка 6424: Строка 6427:
| <div id="Bloat345">Bloat345</div>
| <div id="Bloat345">Bloat345</div>
| WEB MOVEMENT
| WEB MOVEMENT
| (Future)
| (В будущем)
| Creatures that spin large webs should be able to move along the web, even in open space.
| Creatures that spin large webs should be able to move along the web, even in open space.
|  
|  
Строка 6430: Строка 6433:
| <div id="Bloat346">Bloat346</div>
| <div id="Bloat346">Bloat346</div>
| SUPER NIGHT SKY
| SUPER NIGHT SKY
| (Future)
| (В будущем)
| Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.
| Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.
|  
|  
Строка 6436: Строка 6439:
| <div id="Bloat347">Bloat347</div>
| <div id="Bloat347">Bloat347</div>
| HEREDITY
| HEREDITY
| (Future)
| (В будущем)
| Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
| Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
|  
|  
Строка 6442: Строка 6445:
| <div id="Bloat348">Bloat348</div>
| <div id="Bloat348">Bloat348</div>
| LINGUISTICS
| LINGUISTICS
| (Future)
| (В будущем)
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
|  
|  
Строка 6448: Строка 6451:
| <div id="Bloat349">Bloat349</div>
| <div id="Bloat349">Bloat349</div>
| UNIT NAMES
| UNIT NAMES
| (Future)
| (В будущем)
| Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.
| Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.
|  
|  
Строка 6454: Строка 6457:
| <div id="Bloat350">Bloat350</div>
| <div id="Bloat350">Bloat350</div>
| MORE MECHANISMS
| MORE MECHANISMS
| (Future)
| (В будущем)
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
|  
|  
Строка 6460: Строка 6463:
| <div id="Bloat351">Bloat351</div>
| <div id="Bloat351">Bloat351</div>
| UNAWARE OF PROFESSIONS
| UNAWARE OF PROFESSIONS
| (Future)
| (В будущем)
| Your adventurer should not know somebody is a "guard" for example without knowing a bit about the civilization or at least doing some observation.
| Your adventurer should not know somebody is a "guard" for example without knowing a bit about the civilization or at least doing some observation.
|  
|  
Строка 6466: Строка 6469:
| <div id="Bloat352">Bloat352</div>
| <div id="Bloat352">Bloat352</div>
| RIVER/LAKE IMPROVEMENTS
| RIVER/LAKE IMPROVEMENTS
| (Future)
| (В будущем)
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
|  
|  
Строка 6472: Строка 6475:
| <div id="Bloat353">Bloat353</div>
| <div id="Bloat353">Bloat353</div>
| BARRACKS FUNCTION SPLIT
| BARRACKS FUNCTION SPLIT
| (Future)
| (В будущем)
| The barracks has various functions, and you should be able to say what goes on in a given barracks.
| The barracks has various functions, and you should be able to say what goes on in a given barracks.
|  
|  
Строка 6478: Строка 6481:
| <div id="Bloat354">Bloat354</div>
| <div id="Bloat354">Bloat354</div>
| SAVE KITCHEN SETTINGS
| SAVE KITCHEN SETTINGS
| (Future)
| (В будущем)
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
|  
|  
Строка 6484: Строка 6487:
| <div id="Bloat355">Bloat355</div>
| <div id="Bloat355">Bloat355</div>
| TAKING NOTES
| TAKING NOTES
| Completed
| '''Завершено'''
| It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
| It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
|  
|  
Строка 6490: Строка 6493:
| <div id="Bloat356">Bloat356</div>
| <div id="Bloat356">Bloat356</div>
| IMPROVED FISHING
| IMPROVED FISHING
| (Future)
| (В будущем)
| Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.
| Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.
|  
|  
Строка 6496: Строка 6499:
| <div id="Bloat357">Bloat357</div>
| <div id="Bloat357">Bloat357</div>
| HOLDING BREATH
| HOLDING BREATH
| (Future)
| (В будущем)
| Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.
| Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.
|  
|  
Строка 6502: Строка 6505:
| <div id="Bloat358">Bloat358</div>
| <div id="Bloat358">Bloat358</div>
| MACROS
| MACROS
| (Future)
| (В будущем)
| You should be able to make keyboard macros to perform complicated repetitive actions.
| You should be able to make keyboard macros to perform complicated repetitive actions.
|  
|  
Строка 6508: Строка 6511:
| <div id="Bloat359">Bloat359</div>
| <div id="Bloat359">Bloat359</div>
| UNCONVENTIONAL AMMUNITION
| UNCONVENTIONAL AMMUNITION
| (Future)
| (В будущем)
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
|  
|  
Строка 6514: Строка 6517:
| <div id="Bloat360">Bloat360</div>
| <div id="Bloat360">Bloat360</div>
| OTHER WATER SOURCES
| OTHER WATER SOURCES
| (Future)
| (В будущем)
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
|  
|  
Строка 6520: Строка 6523:
| <div id="Bloat361">Bloat361</div>
| <div id="Bloat361">Bloat361</div>
| EMBARK PROFESSION UPDATE
| EMBARK PROFESSION UPDATE
| (Future)
| (В будущем)
| As you change skills on the embark screen, it should show the dwarf's resulting profession.
| As you change skills on the embark screen, it should show the dwarf's resulting profession.
|  
|  
Строка 6526: Строка 6529:
| <div id="Bloat362">Bloat362</div>
| <div id="Bloat362">Bloat362</div>
| VERMIN BODIES
| VERMIN BODIES
| (Future)
| (В будущем)
| Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.
| Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.
|  
|  
Строка 6532: Строка 6535:
| <div id="Bloat363">Bloat363</div>
| <div id="Bloat363">Bloat363</div>
| FURNITURE FLUX
| FURNITURE FLUX
| (Future)
| (В будущем)
| You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.
| You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.
|  
|  
Строка 6538: Строка 6541:
| <div id="Bloat364">Bloat364</div>
| <div id="Bloat364">Bloat364</div>
| SITE RECTANGLE INFORMATION
| SITE RECTANGLE INFORMATION
| (Future)
| (В будущем)
| Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.
| Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.
|  
|  
Строка 6544: Строка 6547:
| <div id="Bloat365">Bloat365</div>
| <div id="Bloat365">Bloat365</div>
| GLACIER/OCEAN INTERFACE
| GLACIER/OCEAN INTERFACE
| (Future)
| (В будущем)
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
|  
|  
Строка 6550: Строка 6553:
| <div id="Bloat366">Bloat366</div>
| <div id="Bloat366">Bloat366</div>
| SMOOTHER ELEVATION CHANGES
| SMOOTHER ELEVATION CHANGES
| (Future)
| (В будущем)
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
|  
|  
Строка 6556: Строка 6559:
| <div id="Bloat367">Bloat367</div>
| <div id="Bloat367">Bloat367</div>
| WATER ON BUILDINGS DISPLAY
| WATER ON BUILDINGS DISPLAY
| (Future)
| (В будущем)
| Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.
| Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.
|  
|  
Строка 6562: Строка 6565:
| <div id="Bloat368">Bloat368</div>
| <div id="Bloat368">Bloat368</div>
| GENDER-BASED PICTURES
| GENDER-BASED PICTURES
| (Future)
| (В будущем)
| You should be able to further specify which graphical tiles are used if you like.
| You should be able to further specify which graphical tiles are used if you like.
|  
|  
Строка 6568: Строка 6571:
| <div id="Bloat369">Bloat369</div>
| <div id="Bloat369">Bloat369</div>
| LEGENDARY SWIM SPEED
| LEGENDARY SWIM SPEED
| (Future)
| (В будущем)
| It could afford to make finer gradations for swim skill passed legendary.
| It could afford to make finer gradations for swim skill passed legendary.
|  
|  
Строка 6574: Строка 6577:
| <div id="Bloat370">Bloat370</div>
| <div id="Bloat370">Bloat370</div>
| ITEMS AND GRATES/BARS
| ITEMS AND GRATES/BARS
| (Future)
| (В будущем)
| Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).
| Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).
|  
|  
Строка 6580: Строка 6583:
| <div id="Bloat371">Bloat371</div>
| <div id="Bloat371">Bloat371</div>
| SUBORDINATE SITE POPULATIONS
| SUBORDINATE SITE POPULATIONS
| (Future)
| (В будущем)
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
|  
|  
Строка 6586: Строка 6589:
| <div id="Bloat372">Bloat372</div>
| <div id="Bloat372">Bloat372</div>
| MORE WITH TRAPS
| MORE WITH TRAPS
| (Future)
| (В будущем)
| Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.
| Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.
|  
|  
Строка 6592: Строка 6595:
| <div id="Bloat373">Bloat373</div>
| <div id="Bloat373">Bloat373</div>
| IMPROVED DRUNKS
| IMPROVED DRUNKS
| (Future)
| (В будущем)
| Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.
| Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.
|  
|  
Строка 6598: Строка 6601:
| <div id="Bloat374">Bloat374</div>
| <div id="Bloat374">Bloat374</div>
| CONVERSATION SKILLS IN ADVENTURE MODE
| CONVERSATION SKILLS IN ADVENTURE MODE
| (Future)
| (В будущем)
| With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.
| With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.
|  
|  
Строка 6604: Строка 6607:
| <div id="Bloat375">Bloat375</div>
| <div id="Bloat375">Bloat375</div>
| PRIVACY AND ADVENTURE MODE CONVERSATIONS
| PRIVACY AND ADVENTURE MODE CONVERSATIONS
| (Future)
| (В будущем)
| Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.
| Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.
|  
|  
Строка 6610: Строка 6613:
| <div id="Bloat376">Bloat376</div>
| <div id="Bloat376">Bloat376</div>
| TALKING TO GODS
| TALKING TO GODS
| (Future)
| (В будущем)
| Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.
| Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.
|  
|  
Строка 6616: Строка 6619:
| <div id="Bloat377">Bloat377</div>
| <div id="Bloat377">Bloat377</div>
| TEMPLE-SPECIFIC TASKS
| TEMPLE-SPECIFIC TASKS
| (Future)
| (В будущем)
| High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.
| High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.
|  
|  
Строка 6622: Строка 6625:
| <div id="Bloat378">Bloat378</div>
| <div id="Bloat378">Bloat378</div>
| MORE BUILDING CONVERSATION
| MORE BUILDING CONVERSATION
| (Future)
| (В будущем)
| Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.
| Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.
|  
|  
Строка 6628: Строка 6631:
| <div id="Bloat379">Bloat379</div>
| <div id="Bloat379">Bloat379</div>
| LEGEND SUBSET SELECTION
| LEGEND SUBSET SELECTION
| (Future)
| (В будущем)
| The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.
| The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.
|  
|  
Строка 6634: Строка 6637:
| <div id="Bloat380">Bloat380</div>
| <div id="Bloat380">Bloat380</div>
| MOODS AND IMPRESSIONS
| MOODS AND IMPRESSIONS
| (Future)
| (В будущем)
| In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.
| In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.
|  
|  
Строка 6640: Строка 6643:
| <div id="Bloat381">Bloat381</div>
| <div id="Bloat381">Bloat381</div>
| GENERALIZE ARCHITECTURE SYSTEM
| GENERALIZE ARCHITECTURE SYSTEM
| (Future)
| (В будущем)
| The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.
| The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.
|  
|  
Строка 6646: Строка 6649:
| <div id="Bloat382">Bloat382</div>
| <div id="Bloat382">Bloat382</div>
| MORE SPHERE LINKS FOR TEMPLES
| MORE SPHERE LINKS FOR TEMPLES
| (Future)
| (В будущем)
| Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.
| Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.
|  
|  
Строка 6652: Строка 6655:
| <div id="Bloat383">Bloat383</div>
| <div id="Bloat383">Bloat383</div>
| GOBLIN DUNGEONS
| GOBLIN DUNGEONS
| (Future)
| (В будущем)
| The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.
| The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.
|  
|  
Строка 6670: Строка 6673:
| <div id="PowerGoal_1">PowerGoal 1</div>
| <div id="PowerGoal_1">PowerGoal 1</div>
| MIGHTY ARMIES
| MIGHTY ARMIES
| (Future)
| (В будущем)
| Mighty one-square armies burning villages or reeducating people to their entity.
| Могущественные армии, сжигающие деревни или перевоспитывающие людей под свою цивилизацию.
|-
|-
| <div id="PowerGoal_2">PowerGoal 2</div>
| <div id="PowerGoal_2">PowerGoal 2</div>
| DWARVEN ARMIES
| DWARVEN ARMIES
| (Future)
| (В будущем)
| Organize dwarven armies and use them to attack villages and caves on the overland map.
| Организовывайте дварфийские армии и используйте их, чтобы атаковать поселения и пещеры на карте мира.
|-
|-
| <div id="PowerGoal_3">PowerGoal 3</div>
| <div id="PowerGoal_3">PowerGoal 3</div>
| SIEGE DEFENSE
| SIEGE DEFENSE
| (Future)
| (В будущем)
| Armies torment enemy soldiers from the safety of a castle.
| Армии, изводящие вражеских солдат, находясь в крепости.
|-
|-
| <div id="PowerGoal_4">PowerGoal 4</div>
| <div id="PowerGoal_4">PowerGoal 4</div>
| SIEGE PRESSURE
| SIEGE PRESSURE
| (Future)
| (В будущем)
| After a long siege, starving citizens eat the dead and whatever else they might fancy.
| После долгой осады голодающие жители могут есть мертвых и вообще всё, что можно прожевать.
|-
|-
| <div id="PowerGoal_5">PowerGoal 5</div>
| <div id="PowerGoal_5">PowerGoal 5</div>
| SIEGE POWER
| SIEGE POWER
| (Future)
| (В будущем)
| Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.
| Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.
|-
|-
| <div id="PowerGoal_6">PowerGoal 6</div>
| <div id="PowerGoal_6">PowerGoal 6</div>
| FIGHT AND DIE IN ELONGATED WARS
| FIGHT AND DIE IN ELONGATED WARS
| (Future)
| (В будущем)
| You join up with an army and follow it around.
| Вы вступаете в армию и передвигаетесь с ней.
|-
|-
| <div id="PowerGoal_7">PowerGoal 7</div>
| <div id="PowerGoal_7">PowerGoal 7</div>
| THE ONE LEFT BEHIND
| THE ONE LEFT BEHIND
| (Future)
| (В будущем)
| You have a conversation with somebody whose parent died in a war.
| Вы разговариваете с кем-то, у кого погиб в войне родитель.
|-
|-
| <div id="PowerGoal_8">PowerGoal 8</div>
| <div id="PowerGoal_8">PowerGoal 8</div>
| NEW SOLDIERS
| NEW SOLDIERS
| (Future)
| (В будущем)
| You conquer a city and take prisoners back to home, pressing them into service.
| You conquer a city and take prisoners back to home, pressing them into service.
|-
|-
| <div id="PowerGoal_9">PowerGoal 9</div>
| <div id="PowerGoal_9">PowerGoal 9</div>
| BETTIN' ON FORGETTIN'
| BETTIN' ON FORGETTIN'
| (Future)
| (В будущем)
| You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.
| You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.
|-
|-
| <div id="PowerGoal_10">PowerGoal 10</div>
| <div id="PowerGoal_10">PowerGoal 10</div>
| HELP US!
| HELP US!
| (Future)
| (В будущем)
| A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.
| Человеческая или эльфийская цивилизация просит вас о помощи, и вы любезно соглашаетесь и действительно делаете что-то полезное.
|-
|-
| <div id="PowerGoal_11">PowerGoal 11</div>
| <div id="PowerGoal_11">PowerGoal 11</div>
| GHOST TOWN
| GHOST TOWN
| (Future)
| (В будущем)
| A village that was razed becomes peopled by zombies of the dead.
| Уничтоженную деревню стали населять ходячие тела мертвых жителей.
|-
|-
| <div id="PowerGoal_12">PowerGoal 12</div>
| <div id="PowerGoal_12">PowerGoal 12</div>
| CLAIM THE THRONE
| CLAIM THE THRONE
| (Future)
| (В будущем)
| You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.
| You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.
|-
|-
| <div id="PowerGoal_13">PowerGoal 13</div>
| <div id="PowerGoal_13">PowerGoal 13</div>
| ARTIFACT QUEST
| ARTIFACT QUEST
| (Future)
| (В будущем)
| You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.
| You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.
|-
|-
| <div id="PowerGoal_14">PowerGoal 14</div>
| <div id="PowerGoal_14">PowerGoal 14</div>
| THE SYSTEM
| THE SYSTEM
| (Future)
| (В будущем)
| You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.
| You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.
|-
|-
| <div id="PowerGoal_15">PowerGoal 15</div>
| <div id="PowerGoal_15">PowerGoal 15</div>
| REVENGE AND THE WILDERNESS
| REVENGE AND THE WILDERNESS
| (Future)
| (В будущем)
| Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.
| Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.
|-
|-
| <div id="PowerGoal_16">PowerGoal 16</div>
| <div id="PowerGoal_16">PowerGoal 16</div>
| CARE FOR YOUR STEEDS!
| CARE FOR YOUR STEEDS!
| (Future)
| (В будущем)
| You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.
| You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.
|-
|-
| <div id="PowerGoal_17">PowerGoal 17</div>
| <div id="PowerGoal_17">PowerGoal 17</div>
| THE AFTERMATH
| THE AFTERMATH
| (Future)
| (В будущем)
| Numerous scavengers pick through the remains on a recent battlefield, squabbling.
| Numerous scavengers pick through the remains on a recent battlefield, squabbling.
|-
|-
| <div id="PowerGoal_18">PowerGoal 18</div>
| <div id="PowerGoal_18">PowerGoal 18</div>
| THE WILY USURPER
| THE WILY USURPER
| (Future)
| (В будущем)
| The evil advisor usurps the throne from the rightful heir.
| The evil advisor usurps the throne from the rightful heir.
|-
|-
| <div id="PowerGoal_19">PowerGoal 19</div>
| <div id="PowerGoal_19">PowerGoal 19</div>
| I HAVE PROOF!
| I HAVE PROOF!
| (Future)
| (В будущем)
| You walk into a town and shout "Behold! The left head of the ettin which I slew!"
| You walk into a town and shout "Behold! The left head of the ettin which I slew!"
|-
|-
| <div id="PowerGoal_20">PowerGoal 20</div>
| <div id="PowerGoal_20">PowerGoal 20</div>
| SETTLING DOWN
| SETTLING DOWN
| (Future)
| (В будущем)
| After proving yourself in battle, you accept a gift and the hand of your spouse.
| After proving yourself in battle, you accept a gift and the hand of your spouse.
|-
|-
| <div id="PowerGoal_21">PowerGoal 21</div>
| <div id="PowerGoal_21">PowerGoal 21</div>
| THERE ARE WOMEN UPRIVER!
| THERE ARE WOMEN UPRIVER!
| (Future)
| (В будущем)
| You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.
| You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.
|-
|-
| <div id="PowerGoal_22">PowerGoal 22</div>
| <div id="PowerGoal_22">PowerGoal 22</div>
| MIDNIGHT SAPPER
| MIDNIGHT SAPPER
| (Future)
| (В будущем)
| In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.
| In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.
|-
|-
| <div id="PowerGoal_23">PowerGoal 23</div>
| <div id="PowerGoal_23">PowerGoal 23</div>
| SO YOU CAN FEEL IT
| SO YOU CAN FEEL IT
| (Future)
| (В будущем)
| The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.
| The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.
|-
|-
| <div id="PowerGoal_24">PowerGoal 24</div>
| <div id="PowerGoal_24">PowerGoal 24</div>
| MERCHANT TRAITOR
| MERCHANT TRAITOR
| (Future)
| (В будущем)
| You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.
| You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.
|-
|-
| <div id="PowerGoal_25">PowerGoal 25</div>
| <div id="PowerGoal_25">PowerGoal 25</div>
| STRONG ARM ROBBERY
| STRONG ARM ROBBERY
| (Future)
| (В будущем)
| You walk up to somebody and say "give me your tunic" and the guy says "a.. anything you want".
| You walk up to somebody and say "give me your tunic" and the guy says "a.. anything you want".
|-
|-
| <div id="PowerGoal_26">PowerGoal 26</div>
| <div id="PowerGoal_26">PowerGoal 26</div>
| THE INTIMIDATOR
| THE INTIMIDATOR
| (Future)
| (В будущем)
| You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.
| You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.
|-
|-
| <div id="PowerGoal_27">PowerGoal 27</div>
| <div id="PowerGoal_27">PowerGoal 27</div>
| HUNT THE CYCLOPS
| HUNT THE CYCLOPS
| (Future)
| (В будущем)
| The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.
| The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.
|-
|-
| <div id="PowerGoal_28">PowerGoal 28</div>
| <div id="PowerGoal_28">PowerGoal 28</div>
| RELEASE THE HOUNDS
| RELEASE THE HOUNDS
| (Future)
| (В будущем)
| You shoot somebody in the leg, and he starts limping. Then you release the hounds.
| You shoot somebody in the leg, and he starts limping. Then you release the hounds.
|-
|-
| <div id="PowerGoal_29">PowerGoal 29</div>
| <div id="PowerGoal_29">PowerGoal 29</div>
| EVIDENCE OF SHAME
| EVIDENCE OF SHAME
| (Future)
| (В будущем)
| The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.
| The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.
|-
|-
| <div id="PowerGoal_30">PowerGoal 30</div>
| <div id="PowerGoal_30">PowerGoal 30</div>
| DECLAWED SNACK
| DECLAWED SNACK
| (Future)
| (В будущем)
| You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.
| You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.
|-
|-
| <div id="PowerGoal_31">PowerGoal 31</div>
| <div id="PowerGoal_31">PowerGoal 31</div>
| YOUR DAD AND JUSTICE
| YOUR DAD AND JUSTICE
| (Future)
| (В будущем)
| You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.
| You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.
|-
|-
| <div id="PowerGoal_32">PowerGoal 32</div>
| <div id="PowerGoal_32">PowerGoal 32</div>
| IT MUST BE POSSIBLE!
| IT MUST BE POSSIBLE!
| (Future)
| (В будущем)
| After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.
| After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.
|-
|-
| <div id="PowerGoal_33">PowerGoal 33</div>
| <div id="PowerGoal_33">PowerGoal 33</div>
| CARAVAN CONSPIRACY
| CARAVAN CONSPIRACY
| (Future)
| (В будущем)
| The outlaws meet in the tavern to plot the robbery of the next caravan.
| The outlaws meet in the tavern to plot the robbery of the next caravan.
|-
|-
| <div id="PowerGoal_34">PowerGoal 34</div>
| <div id="PowerGoal_34">PowerGoal 34</div>
| BLESS OUR HERO ON THE QUEST
| BLESS OUR HERO ON THE QUEST
| (Future)
| (В будущем)
| Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.
| Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.
|-
|-
| <div id="PowerGoal_35">PowerGoal 35</div>
| <div id="PowerGoal_35">PowerGoal 35</div>
| LEG BREAKER
| LEG BREAKER
| (Future)
| (В будущем)
| You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.
| You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.
|-
|-
| <div id="PowerGoal_36">PowerGoal 36</div>
| <div id="PowerGoal_36">PowerGoal 36</div>
| NOT WELCOME HERE
| NOT WELCOME HERE
| (Future)
| (В будущем)
| You - "How do I find the capital?" Peasant - (spits on the ground)
| You "How do I find the capital?" Peasant (spits on the ground)
|-
|-
| <div id="PowerGoal_37">PowerGoal 37</div>
| <div id="PowerGoal_37">PowerGoal 37</div>
| BLOOD IN BLOOD OUT
| BLOOD IN BLOOD OUT
| (Future)
| (В будущем)
| All the warriors come together and toast you into their band after you kill one of their compatriots.
| All the warriors come together and toast you into their band after you kill one of their compatriots.
|-
|-
| <div id="PowerGoal_38">PowerGoal 38</div>
| <div id="PowerGoal_38">PowerGoal 38</div>
| MORNING TEMPERANCE
| MORNING TEMPERANCE
| (Future)
| (В будущем)
| You are banished from the town for drinking before noon.
| You are banished from the town for drinking before noon.
|-
|-
| <div id="PowerGoal_39">PowerGoal 39</div>
| <div id="PowerGoal_39">PowerGoal 39</div>
| RESPECTING AUTHORITY
| RESPECTING AUTHORITY
| (Future)
| (В будущем)
| After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.
| After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.
|-
|-
| <div id="PowerGoal_40">PowerGoal 40</div>
| <div id="PowerGoal_40">PowerGoal 40</div>
| THE MARKS OF A WARRIOR
| THE MARKS OF A WARRIOR
| (Future)
| (В будущем)
| You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.
| You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.
|-
|-
| <div id="PowerGoal_41">PowerGoal 41</div>
| <div id="PowerGoal_41">PowerGoal 41</div>
| THE ARENA
| THE ARENA
| (Future)
| (В будущем)
| You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.
| You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.
|-
|-
| <div id="PowerGoal_42">PowerGoal 42</div>
| <div id="PowerGoal_42">PowerGoal 42</div>
| THE BLACK CAPS
| THE BLACK CAPS
| (Future)
| (В будущем)
| The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.
| The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.
|-
|-
| <div id="PowerGoal_43">PowerGoal 43</div>
| <div id="PowerGoal_43">PowerGoal 43</div>
| LET'S HAVE A DRINK!
| LET'S HAVE A DRINK!
| (Future)
| (В будущем)
| You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.
| You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.
|-
|-
| <div id="PowerGoal_44">PowerGoal 44</div>
| <div id="PowerGoal_44">PowerGoal 44</div>
| PATIENT PRIEST
| PATIENT PRIEST
| (Future)
| (В будущем)
| The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.
| The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.
|-
|-
| <div id="PowerGoal_45">PowerGoal 45</div>
| <div id="PowerGoal_45">PowerGoal 45</div>
| MEET THE CYBERFIST
| MEET THE CYBERFIST
| (Future)
| (В будущем)
| You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.
| You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.
|-
|-
| <div id="PowerGoal_46">PowerGoal 46</div>
| <div id="PowerGoal_46">PowerGoal 46</div>
| THE GIANT ASS BOOK
| THE GIANT ASS BOOK
| (Future)
| (В будущем)
| You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.
| You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.
|-
|-
| <div id="PowerGoal_47">PowerGoal 47</div>
| <div id="PowerGoal_47">PowerGoal 47</div>
| PLEA BARGAIN
| PLEA BARGAIN
| (Future)
| (В будущем)
| A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.
| A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.
|-
|-
| <div id="PowerGoal_48">PowerGoal 48</div>
| <div id="PowerGoal_48">PowerGoal 48</div>
| ROAD HOUSE
| ROAD HOUSE
| (Future)
| (В будущем)
| Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.
| Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.
|-
|-
| <div id="PowerGoal_49">PowerGoal 49</div>
| <div id="PowerGoal_49">PowerGoal 49</div>
| SCREAM BALL
| SCREAM BALL
| (Future)
| (В будущем)
| Trolls take the captives and see if they can throw them all the way over the chasm to each other.
| Trolls take the captives and see if they can throw them all the way over the chasm to each other.
|-
|-
| <div id="PowerGoal_50">PowerGoal 50</div>
| <div id="PowerGoal_50">PowerGoal 50</div>
| SKULL GAMES
| SKULL GAMES
| (Future)
| (В будущем)
| Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.
| Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.
|-
|-
| <div id="PowerGoal_51">PowerGoal 51</div>
| <div id="PowerGoal_51">PowerGoal 51</div>
| BAD GOBLINS
| BAD GOBLINS
| (Future)
| (В будущем)
| Goblins play "who can make the prisoner scream the loudest".
| Goblins play "who can make the prisoner scream the loudest".
|-
|-
| <div id="PowerGoal_52">PowerGoal 52</div>
| <div id="PowerGoal_52">PowerGoal 52</div>
| BEAST OF BURDEN
| BEAST OF BURDEN
| (Future)
| (В будущем)
| Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.
| Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.
|-
|-
| <div id="PowerGoal_53">PowerGoal 53</div>
| <div id="PowerGoal_53">PowerGoal 53</div>
| MESSALA
| MESSALA
| (Future)
| (В будущем)
| The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.
| The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.
|-
|-
| <div id="PowerGoal_54">PowerGoal 54</div>
| <div id="PowerGoal_54">PowerGoal 54</div>
| OFFICIAL CATTLE RUSTLER
| OFFICIAL CATTLE RUSTLER
| (Future)
| (В будущем)
| You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.
| You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.
|-
|-
| <div id="PowerGoal_55">PowerGoal 55</div>
| <div id="PowerGoal_55">PowerGoal 55</div>
| THE CORRUPT CAPTAIN
| THE CORRUPT CAPTAIN
| (Future)
| (В будущем)
| The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.
| The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.
|-
|-
| <div id="PowerGoal_56">PowerGoal 56</div>
| <div id="PowerGoal_56">PowerGoal 56</div>
| AN UNFORTUNATE DECISION
| AN UNFORTUNATE DECISION
| (Future)
| (В будущем)
| The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.
| The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.
|-
|-
| <div id="PowerGoal_57">PowerGoal 57</div>
| <div id="PowerGoal_57">PowerGoal 57</div>
| NICE AND CLEAN
| NICE AND CLEAN
| (Future)
| (В будущем)
| The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.
| The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.
|-
|-
| <div id="PowerGoal_58">PowerGoal 58</div>
| <div id="PowerGoal_58">PowerGoal 58</div>
| WHAT WERE WE THINKING
| WHAT WERE WE THINKING
| (Future)
| (В будущем)
| You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.
| You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.
|-
|-
| <div id="PowerGoal_59">PowerGoal 59</div>
| <div id="PowerGoal_59">PowerGoal 59</div>
| FOOLHARDY
| FOOLHARDY
| (Future)
| (В будущем)
| The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, "You're a fool! Don't do it!". Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.
| The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, "You're a fool! Don't do it!". Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.
|-
|-
| <div id="PowerGoal_60">PowerGoal 60</div>
| <div id="PowerGoal_60">PowerGoal 60</div>
| HUNGRY LIKE THE WOLF
| HUNGRY LIKE THE WOLF
| (Future)
| (В будущем)
| You put on a talisman, turn into a werewolf, and your buddy screams, "take it off!", but you can't understand him with your beast mind and soon fill with rage and kill him.
| You put on a talisman, turn into a werewolf, and your buddy screams, "take it off!", but you can't understand him with your beast mind and soon fill with rage and kill him.
|-
|-
| <div id="PowerGoal_61">PowerGoal 61</div>
| <div id="PowerGoal_61">PowerGoal 61</div>
| REVERSE COMPOUND FRACTURE
| REVERSE COMPOUND FRACTURE
| (Future)
| (В будущем)
| As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.
| As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.
|-
|-
| <div id="PowerGoal_62">PowerGoal 62</div>
| <div id="PowerGoal_62">PowerGoal 62</div>
| THE EVIL PLAYER MEETS THE GOBLINS
| THE EVIL PLAYER MEETS THE GOBLINS
| (Future)
| (В будущем)
| You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.
| You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.
|-
|-
| <div id="PowerGoal_63">PowerGoal 63</div>
| <div id="PowerGoal_63">PowerGoal 63</div>
| INEXPERTLY AND REPEATEDLY
| INEXPERTLY AND REPEATEDLY
| (Future)
| (В будущем)
| You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.
| You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.
|-
|-
| <div id="PowerGoal_64">PowerGoal 64</div>
| <div id="PowerGoal_64">PowerGoal 64</div>
| THE LOCAL SPIRIT
| THE LOCAL SPIRIT
| (Future)
| (В будущем)
| You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.
| You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.
|-
|-
| <div id="PowerGoal_65">PowerGoal 65</div>
| <div id="PowerGoal_65">PowerGoal 65</div>
| KINDA LIKE SNOW WHITE OR SOMETHING
| KINDA LIKE SNOW WHITE OR SOMETHING
| (Future)
| (В будущем)
| You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.
| You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.
|-
|-
| <div id="PowerGoal_66">PowerGoal 66</div>
| <div id="PowerGoal_66">PowerGoal 66</div>
| IT WAS WORTH THE TIME
| IT WAS WORTH THE TIME
| (Future)
| (В будущем)
| The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.
| The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.
|-
|-
| <div id="PowerGoal_67">PowerGoal 67</div>
| <div id="PowerGoal_67">PowerGoal 67</div>
| THE LOCAL ARENA
| THE LOCAL ARENA
| (Future)
| (В будущем)
| You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.
| You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.
|-
|-
| <div id="PowerGoal_68">PowerGoal 68</div>
| <div id="PowerGoal_68">PowerGoal 68</div>
| MAGICAL IDIOT PEEPER
| MAGICAL IDIOT PEEPER
| (Future)
| (В будущем)
| Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.
| Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.
|-
|-
| <div id="PowerGoal_69">PowerGoal 69</div>
| <div id="PowerGoal_69">PowerGoal 69</div>
| THE LEGEND OF THE HORAK PART I
| THE LEGEND OF THE HORAK PART I
| (Future)
| (В будущем)
| The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.
| The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.
|-
|-
| <div id="PowerGoal_70">PowerGoal 70</div>
| <div id="PowerGoal_70">PowerGoal 70</div>
| MUDSLIDE
| MUDSLIDE
| (Future)
| (В будущем)
| You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.
| You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.
|-
|-
| <div id="PowerGoal_71">PowerGoal 71</div>
| <div id="PowerGoal_71">PowerGoal 71</div>
| YOUR PLATFORM
| YOUR PLATFORM
| (Future)
| (В будущем)
| The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.
| The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.
|-
|-
| <div id="PowerGoal_72">PowerGoal 72</div>
| <div id="PowerGoal_72">PowerGoal 72</div>
| YEAH!
| YEAH!
| (Future)
| (В будущем)
| The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.
| The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.
|-
|-
| <div id="PowerGoal_73">PowerGoal 73</div>
| <div id="PowerGoal_73">PowerGoal 73</div>
| WHERE'S MY MONEY?
| WHERE'S MY MONEY?
| (Future)
| (В будущем)
| The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.
| The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.
|-
|-
| <div id="PowerGoal_74">PowerGoal 74</div>
| <div id="PowerGoal_74">PowerGoal 74</div>
| A PAINFUL MEMORY
| A PAINFUL MEMORY
| (Future)
| (В будущем)
| On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.
| On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.
|-
|-
| <div id="PowerGoal_75">PowerGoal 75</div>
| <div id="PowerGoal_75">PowerGoal 75</div>
| SONG OF DREAD
| SONG OF DREAD
| (Future)
| (В будущем)
| The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.
| The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.
|-
|-
| <div id="PowerGoal_76">PowerGoal 76</div>
| <div id="PowerGoal_76">PowerGoal 76</div>
| THE GENERAL'S RING
| THE GENERAL'S RING
| (Future)
| (В будущем)
| You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.
| You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.
|-
|-
| <div id="PowerGoal_77">PowerGoal 77</div>
| <div id="PowerGoal_77">PowerGoal 77</div>
| YUCK!
| YUCK!
| (Future)
| (В будущем)
| You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.
| You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.
|-
|-
| <div id="PowerGoal_78">PowerGoal 78</div>
| <div id="PowerGoal_78">PowerGoal 78</div>
| WEREWOLF HUNTER
| WEREWOLF HUNTER
| (Future)
| (В будущем)
| Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.
| Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.
|-
|-
| <div id="PowerGoal_79">PowerGoal 79</div>
| <div id="PowerGoal_79">PowerGoal 79</div>
| THE LEGEND OF THE HORAK PART II
| THE LEGEND OF THE HORAK PART II
| (Future)
| (В будущем)
| The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.
| The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.
|-
|-
| <div id="PowerGoal_80">PowerGoal 80</div>
| <div id="PowerGoal_80">PowerGoal 80</div>
| BUT HOW DID HE DIE?
| BUT HOW DID HE DIE?
| (Future)
| (В будущем)
| You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.
| You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.
|-
|-
| <div id="PowerGoal_81">PowerGoal 81</div>
| <div id="PowerGoal_81">PowerGoal 81</div>
| JOURNEY TO THE UNDERWORLD
| JOURNEY TO THE UNDERWORLD
| (Future)
| (В будущем)
| You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.
| You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.
|-
|-
| <div id="PowerGoal_82">PowerGoal 82</div>
| <div id="PowerGoal_82">PowerGoal 82</div>
| ON KARNAK'S GOOD SIDE
| ON KARNAK'S GOOD SIDE
| (Future)
| (В будущем)
| It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.
| It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.
|-
|-
| <div id="PowerGoal_83">PowerGoal 83</div>
| <div id="PowerGoal_83">PowerGoal 83</div>
| DENIED ENTRY - THE PROPHECY!
| DENIED ENTRY - THE PROPHECY!
| (Future)
| (В будущем)
| You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.
| You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.
|-
|-
| <div id="PowerGoal_84">PowerGoal 84</div>
| <div id="PowerGoal_84">PowerGoal 84</div>
| KILL THE WITCH!
| KILL THE WITCH!
| (Future)
| (В будущем)
| The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.
| The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.
|-
|-
| <div id="PowerGoal_85">PowerGoal 85</div>
| <div id="PowerGoal_85">PowerGoal 85</div>
| RETIRE AS A PEASANT
| RETIRE AS A PEASANT
| (Future)
| (В будущем)
| You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.
| You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.
|-
|-
| <div id="PowerGoal_86">PowerGoal 86</div>
| <div id="PowerGoal_86">PowerGoal 86</div>
| THE PROPHET OF AA
| THE PROPHET OF AA
| (Future)
| (В будущем)
| The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.
| The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.
|-
|-
| <div id="PowerGoal_87">PowerGoal 87</div>
| <div id="PowerGoal_87">PowerGoal 87</div>
| DO NOT MOVE FROM THAT SPOT
| DO NOT MOVE FROM THAT SPOT
| (Future)
| (В будущем)
| A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.
| A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.
|-
|-
| <div id="PowerGoal_88">PowerGoal 88</div>
| <div id="PowerGoal_88">PowerGoal 88</div>
| YOUR NAUGHTY CHILD
| YOUR NAUGHTY CHILD
| (Future)
| (В будущем)
| You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.
| You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.
|-
|-
| <div id="PowerGoal_89">PowerGoal 89</div>
| <div id="PowerGoal_89">PowerGoal 89</div>
| DIGESTIVE TRACT LESSON
| DIGESTIVE TRACT LESSON
| (Future)
| (В будущем)
| You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.
| You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.
|-
|-
| <div id="PowerGoal_90">PowerGoal 90</div>
| <div id="PowerGoal_90">PowerGoal 90</div>
| BY THE POWER OF MOTHRA
| BY THE POWER OF MOTHRA
| (Future)
| (В будущем)
| You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.
| You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.
|-
|-
| <div id="PowerGoal_91">PowerGoal 91</div>
| <div id="PowerGoal_91">PowerGoal 91</div>
| STREET ALTERCATION
| STREET ALTERCATION
| (Future)
| (В будущем)
| He says "give me your money!". You say "no!". He says "give me your money or you're going to die" and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.
| He says "give me your money!". You say "no!". He says "give me your money or you're going to die" and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.
|-
|-
| <div id="PowerGoal_92">PowerGoal 92</div>
| <div id="PowerGoal_92">PowerGoal 92</div>
| ZOMBIES AND REPERCUSSIONS
| ZOMBIES AND REPERCUSSIONS
| (Future)
| (В будущем)
| Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.
| Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.
|-
|-
| <div id="PowerGoal_93">PowerGoal 93</div>
| <div id="PowerGoal_93">PowerGoal 93</div>
| IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY
| IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY
| (Future)
| (В будущем)
| You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.
| You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.
|-
|-
| <div id="PowerGoal_94">PowerGoal 94</div>
| <div id="PowerGoal_94">PowerGoal 94</div>
| STICK AROUND!
| STICK AROUND!
| (Future)
| (В будущем)
| The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.
| The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.
|-
|-
| <div id="PowerGoal_95">PowerGoal 95</div>
| <div id="PowerGoal_95">PowerGoal 95</div>
| THE CROWN IS MINE!
| THE CROWN IS MINE!
| (Future)
| (В будущем)
| The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.
| The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.
|-
|-
| <div id="PowerGoal_96">PowerGoal 96</div>
| <div id="PowerGoal_96">PowerGoal 96</div>
| BODY SHIELD
| BODY SHIELD
| (Future)
| (В будущем)
| You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.
| You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.
|-
|-
| <div id="PowerGoal_97">PowerGoal 97</div>
| <div id="PowerGoal_97">PowerGoal 97</div>
| THE ROYAL CURSE
| THE ROYAL CURSE
| (Future)
| (В будущем)
| You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.
| You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.
|-
|-
| <div id="PowerGoal_98">PowerGoal 98</div>
| <div id="PowerGoal_98">PowerGoal 98</div>
| THE MIGHTY HAVE FALLEN
| THE MIGHTY HAVE FALLEN
| (Future)
| (В будущем)
| You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.
| You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.
|-
|-
| <div id="PowerGoal_99">PowerGoal 99</div>
| <div id="PowerGoal_99">PowerGoal 99</div>
| IMPENDING JAIL BREAK
| IMPENDING JAIL BREAK
| (Future)
| (В будущем)
| The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.
| The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.
|-
|-
| <div id="PowerGoal_100">PowerGoal 100</div>
| <div id="PowerGoal_100">PowerGoal 100</div>
| THE DEATH PIT
| THE DEATH PIT
| (Future)
| (В будущем)
| Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.
| Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.
|-
|-
| <div id="PowerGoal_101">PowerGoal 101</div>
| <div id="PowerGoal_101">PowerGoal 101</div>
| SHAVED EVIL
| SHAVED EVIL
| (Future)
| (В будущем)
| Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.
| Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.
|-
|-
| <div id="PowerGoal_102">PowerGoal 102</div>
| <div id="PowerGoal_102">PowerGoal 102</div>
| SAVE MY DOG
| SAVE MY DOG
| (Future)
| (В будущем)
| A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out "who will look after my dog?" before he dies. You look after it.
| A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out "who will look after my dog?" before he dies. You look after it.
|-
|-
| <div id="PowerGoal_103">PowerGoal 103</div>
| <div id="PowerGoal_103">PowerGoal 103</div>
| THE LEGEND OF THE HORAK PART II (ALTERNATE)
| THE LEGEND OF THE HORAK PART II (ALTERNATE)
| (Future)
| (В будущем)
| You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.
| You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.
|-
|-
| <div id="PowerGoal_104">PowerGoal 104</div>
| <div id="PowerGoal_104">PowerGoal 104</div>
| WHERE IS THE OBJECT?!
| WHERE IS THE OBJECT?!
| (Future)
| (В будущем)
| You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.
| You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.
|-
|-
| <div id="PowerGoal_105">PowerGoal 105</div>
| <div id="PowerGoal_105">PowerGoal 105</div>
| MONUMENT TO DESTRUCTION
| MONUMENT TO DESTRUCTION
| (Future)
| (В будущем)
| You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.
| You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.
|-
|-
| <div id="PowerGoal_106">PowerGoal 106</div>
| <div id="PowerGoal_106">PowerGoal 106</div>
| BOOK LEARNIN'
| BOOK LEARNIN'
| (Future)
| (В будущем)
| Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.
| Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.
|-
|-
| <div id="PowerGoal_107">PowerGoal 107</div>
| <div id="PowerGoal_107">PowerGoal 107</div>
| ZOMBIE JUICE
| ZOMBIE JUICE
| (Future)
| (В будущем)
| The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.
| The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.
|-
|-
| <div id="PowerGoal_108">PowerGoal 108</div>
| <div id="PowerGoal_108">PowerGoal 108</div>
| ATTACK OF THE VERMIN
| ATTACK OF THE VERMIN
| (Future)
| (В будущем)
| You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.
| You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.
|-
|-
| <div id="PowerGoal_109">PowerGoal 109</div>
| <div id="PowerGoal_109">PowerGoal 109</div>
| LOVE OR WAR?
| LOVE OR WAR?
| (Future)
| (В будущем)
| You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.
| You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.
|-
|-
| <div id="PowerGoal_110">PowerGoal 110</div>
| <div id="PowerGoal_110">PowerGoal 110</div>
| LEGENDARY LIAR
| LEGENDARY LIAR
| (Future)
| (В будущем)
| You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say "to the castle to kill the beast!" Your companions abandon you and your reputation as a liar is secured for all time in the history books.
| You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say "to the castle to kill the beast!" Your companions abandon you and your reputation as a liar is secured for all time in the history books.
|-
|-
| <div id="PowerGoal_111">PowerGoal 111</div>
| <div id="PowerGoal_111">PowerGoal 111</div>
| OFF TO THE LARDER
| OFF TO THE LARDER
| (Future)
| (В будущем)
| The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.
| The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.
|-
|-
| <div id="PowerGoal_112">PowerGoal 112</div>
| <div id="PowerGoal_112">PowerGoal 112</div>
| THE LOCAL BREW
| THE LOCAL BREW
| (Future)
| (В будущем)
| You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as "Spittoondrinker" whenever you come back to visit.
| You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as "Spittoondrinker" whenever you come back to visit.
|-
|-
| <div id="PowerGoal_113">PowerGoal 113</div>
| <div id="PowerGoal_113">PowerGoal 113</div>
| DIVINE INTERVENTION
| DIVINE INTERVENTION
| (Future)
| (В будущем)
| You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.
| You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.
|-
|-
| <div id="PowerGoal_114">PowerGoal 114</div>
| <div id="PowerGoal_114">PowerGoal 114</div>
| IS THAT A POWER GOAL?
| IS THAT A POWER GOAL?
| (Future)
| (В будущем)
| The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.
| The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.
|-
|-
| <div id="PowerGoal_115">PowerGoal 115</div>
| <div id="PowerGoal_115">PowerGoal 115</div>
| THE DEATH DRIVE
| THE DEATH DRIVE
| (Future)
| (В будущем)
| The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.
| The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.
|-
|-
| <div id="PowerGoal_116">PowerGoal 116</div>
| <div id="PowerGoal_116">PowerGoal 116</div>
| THE MIGHTY WYRM
| THE MIGHTY WYRM
| (Future)
| (В будущем)
| Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.
| Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.
|-
|-
| <div id="PowerGoal_117">PowerGoal 117</div>
| <div id="PowerGoal_117">PowerGoal 117</div>
| ROW TO FREEDOM!
| ROW TO FREEDOM!
| (Future)
| (В будущем)
| Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!
| Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!
|-
|-
| <div id="PowerGoal_118">PowerGoal 118</div>
| <div id="PowerGoal_118">PowerGoal 118</div>
| THE TREE OF LIFE
| THE TREE OF LIFE
| (Future)
| (В будущем)
| As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.
| As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.
|-
|-
| <div id="PowerGoal_119">PowerGoal 119</div>
| <div id="PowerGoal_119">PowerGoal 119</div>
| WINE FOR VICTORY
| WINE FOR VICTORY
| (Future)
| (В будущем)
| You want to marry into the royal family, and the monarch says, "We're out of booze, go get some." You respond, "We know the elves have wine." The monarch declares, "You'll need an army!" You are given an army.
| You want to marry into the royal family, and the monarch says, "We're out of booze, go get some." You respond, "We know the elves have wine." The monarch declares, "You'll need an army!" You are given an army.
|-
|-
| <div id="PowerGoal_120">PowerGoal 120</div>
| <div id="PowerGoal_120">PowerGoal 120</div>
| ENTRANCE DENIED
| ENTRANCE DENIED
| (Future)
| (В будущем)
| You -- "You know I'm the hero of Askabar. Come on, let me in the castle." Guard -- "You aren't the hero of Askabar. You're widely known as a low-life." You -- "Come on, I'll give you 3 copper coins." The guard spits on the ground.
| You -- "You know I'm the hero of Askabar. Come on, let me in the castle." Guard -- "You aren't the hero of Askabar. You're widely known as a low-life." You -- "Come on, I'll give you 3 copper coins." The guard spits on the ground.
|-
|-
| <div id="PowerGoal_121">PowerGoal 121</div>
| <div id="PowerGoal_121">PowerGoal 121</div>
| GET THE COW
| GET THE COW
| (Future)
| (В будущем)
| Two cattle rustlers are sitting there and one of them says, "if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow." The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.
| Two cattle rustlers are sitting there and one of them says, "if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow." The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.
|-
|-
| <div id="PowerGoal_122">PowerGoal 122</div>
| <div id="PowerGoal_122">PowerGoal 122</div>
| KILLER CURSE
| KILLER CURSE
| (Future)
| (В будущем)
| Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.
| Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.
|-
|-
| <div id="PowerGoal_123">PowerGoal 123</div>
| <div id="PowerGoal_123">PowerGoal 123</div>
| THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES
| THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES
| (Future)
| (В будущем)
| You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, "please let us go." You stick him and he holds you saying, "please, no, no." You cannot move with him clinging on you, so you brain him with the hilt of your sword.
| You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, "please let us go." You stick him and he holds you saying, "please, no, no." You cannot move with him clinging on you, so you brain him with the hilt of your sword.
|-
|-
| <div id="PowerGoal_124">PowerGoal 124</div>
| <div id="PowerGoal_124">PowerGoal 124</div>
| A BAD REPUTATION
| A BAD REPUTATION
| (Future)
| (В будущем)
| The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.
| The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.
|-
|-
| <div id="PowerGoal_125">PowerGoal 125</div>
| <div id="PowerGoal_125">PowerGoal 125</div>
| SPEAR OF THE GODS
| SPEAR OF THE GODS
| (Future)
| (В будущем)
| The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.
| The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.
|-
|-
| <div id="PowerGoal_126">PowerGoal 126</div>
| <div id="PowerGoal_126">PowerGoal 126</div>
| CAN I SPEAK TO THE OWNER?
| CAN I SPEAK TO THE OWNER?
| (Future)
| (В будущем)
| You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.
| You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.
|-
|-
| <div id="PowerGoal_127">PowerGoal 127</div>
| <div id="PowerGoal_127">PowerGoal 127</div>
| TREE SAVIOR
| TREE SAVIOR
| (Future)
| (В будущем)
| Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, "Don't, Offrox is too strong!" The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.
| Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, "Don't, Offrox is too strong!" The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.
|-
|-
| <div id="PowerGoal_128">PowerGoal 128</div>
| <div id="PowerGoal_128">PowerGoal 128</div>
| WAND OF THE WIZARD
| WAND OF THE WIZARD
| (Future)
| (В будущем)
| You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.
| You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.
|-
|-
| <div id="PowerGoal_129">PowerGoal 129</div>
| <div id="PowerGoal_129">PowerGoal 129</div>
| DAGGER DELIVERY
| DAGGER DELIVERY
| (Future)
| (В будущем)
| The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.
| The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.
|-
|-
| <div id="PowerGoal_130">PowerGoal 130</div>
| <div id="PowerGoal_130">PowerGoal 130</div>
| YOU ARE THE MOST INCOMPETENT
| YOU ARE THE MOST INCOMPETENT
| (Future)
| (В будущем)
| The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.
| The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.
|-
|-
| <div id="PowerGoal_131">PowerGoal 131</div>
| <div id="PowerGoal_131">PowerGoal 131</div>
| THE INTRIGUING PLAYER
| THE INTRIGUING PLAYER
| (Future)
| (В будущем)
| You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, "Hey, come listen!" Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.
| You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, "Hey, come listen!" Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.
|-
|-
| <div id="PowerGoal_132">PowerGoal 132</div>
| <div id="PowerGoal_132">PowerGoal 132</div>
| EVERYTHING IN ITS PROPER PLACE
| EVERYTHING IN ITS PROPER PLACE
| (Future)
| (В будущем)
| You sheathe your sword in the scabbard that hangs from your belt.
| You sheathe your sword in the scabbard that hangs from your belt.
|-
|-
| <div id="PowerGoal_133">PowerGoal 133</div>
| <div id="PowerGoal_133">PowerGoal 133</div>
| PERSONALIZED ACCESORIES
| PERSONALIZED ACCESORIES
| (Future)
| (В будущем)
| "That's my sword!" "No it's not. It's mine." "But your initials aren't P.W.! Look at the blade!"
| "That's my sword!" "No it's not. It's mine." "But your initials aren't P.W.! Look at the blade!"
|-
|-
| <div id="PowerGoal_134">PowerGoal 134</div>
| <div id="PowerGoal_134">PowerGoal 134</div>
| AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT?
| AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT?
| (Future)
| (В будущем)
| The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.
| The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.
|-
|-
| <div id="PowerGoal_135">PowerGoal 135</div>
| <div id="PowerGoal_135">PowerGoal 135</div>
| JUST IN CASE
| JUST IN CASE
| (Future)
| (В будущем)
| You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.
| You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.
|-
|-
| <div id="PowerGoal_136">PowerGoal 136</div>
| <div id="PowerGoal_136">PowerGoal 136</div>
| PEOPLE SAY I LOOK LIKE A CRIMINAL
| PEOPLE SAY I LOOK LIKE A CRIMINAL
| (Future)
| (В будущем)
| After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.
| After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.
|-
|-
| <div id="PowerGoal_137">PowerGoal 137</div>
| <div id="PowerGoal_137">PowerGoal 137</div>
| YOUR CASTLE WAS EASY TO FIND
| YOUR CASTLE WAS EASY TO FIND
| (Future)
| (В будущем)
| You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.
| You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.
|-
|-
| <div id="PowerGoal_138">PowerGoal 138</div>
| <div id="PowerGoal_138">PowerGoal 138</div>
| THEY MADE FUN OF HIS NAME
| THEY MADE FUN OF HIS NAME
| (Future)
| (В будущем)
| The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. "Down below, there is a village. I want you to kill everyone living there." The lieutenant smiles, knowing that there will be carnage at last.
| The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. "Down below, there is a village. I want you to kill everyone living there." The lieutenant smiles, knowing that there will be carnage at last.
|-
|-
| <div id="PowerGoal_139">PowerGoal 139</div>
| <div id="PowerGoal_139">PowerGoal 139</div>
| A BATTERY OF AA MECHANICS
| A BATTERY OF AA MECHANICS
| (Future)
| (В будущем)
| You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.
| You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.
|-
|-
| <div id="PowerGoal_140">PowerGoal 140</div>
| <div id="PowerGoal_140">PowerGoal 140</div>
| I JOINED THE TEAM WITH THE BEST UNIFORM
| I JOINED THE TEAM WITH THE BEST UNIFORM
| (Future)
| (В будущем)
| You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.
| You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.
|-
|-
| <div id="PowerGoal_141">PowerGoal 141</div>
| <div id="PowerGoal_141">PowerGoal 141</div>
| BROTHER BATTLE
| BROTHER BATTLE
| (Future)
| (В будущем)
| The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.
| The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.
|-
|-
| <div id="PowerGoal_142">PowerGoal 142</div>
| <div id="PowerGoal_142">PowerGoal 142</div>
| GO KING GO!
| GO KING GO!
| (Future)
| (В будущем)
| At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.
| At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.
|-
|-
| <div id="PowerGoal_143">PowerGoal 143</div>
| <div id="PowerGoal_143">PowerGoal 143</div>
| HARD TIMES FOR THE DARTOKS
| HARD TIMES FOR THE DARTOKS
| (Future)
| (В будущем)
| The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.
| The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.
|-
|-
| <div id="PowerGoal_144">PowerGoal 144</div>
| <div id="PowerGoal_144">PowerGoal 144</div>
| "THE GREEDY BARON"
| "THE GREEDY BARON"
| (Future)
| (В будущем)
| The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.
| The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.
|-
|-
| <div id="PowerGoal_145">PowerGoal 145</div>
| <div id="PowerGoal_145">PowerGoal 145</div>
| ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING
| ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING
| (Future)
| (В будущем)
| You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.
| You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.
|-
|-
| <div id="PowerGoal_146">PowerGoal 146</div>
| <div id="PowerGoal_146">PowerGoal 146</div>
| WALKING INTO THE WRONG BAR
| WALKING INTO THE WRONG BAR
| (Future)
| (В будущем)
| Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.
| Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.
|-
|-
| <div id="PowerGoal_147">PowerGoal 147</div>
| <div id="PowerGoal_147">PowerGoal 147</div>
| READY ON THE FIRING LINE!
| READY ON THE FIRING LINE!
| (Future)
| (В будущем)
| You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.
| You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.
|-
|-
| <div id="PowerGoal_148">PowerGoal 148</div>
| <div id="PowerGoal_148">PowerGoal 148</div>
| THE FOOD RIOT
| THE FOOD RIOT
| (Future)
| (В будущем)
| The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.
| The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.
|-
|-
| <div id="PowerGoal_149">PowerGoal 149</div>
| <div id="PowerGoal_149">PowerGoal 149</div>
| GERBIS, A HERO'S TALE
| GERBIS, A HERO'S TALE
| (Future)
| (В будущем)
| You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You - "You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself." Your naive apprentice is calmed by your words. "Do you think you have what it takes to steal the dragon's egg?" Gerbis braces up and enters the cave.
| You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You "You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself." Your naive apprentice is calmed by your words. "Do you think you have what it takes to steal the dragon's egg?" Gerbis braces up and enters the cave.
|-
|-
| <div id="PowerGoal_150">PowerGoal 150</div>
| <div id="PowerGoal_150">PowerGoal 150</div>
| I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK
| I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK
| (Future)
| (В будущем)
| You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.
| You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.
|-
|-
| <div id="PowerGoal_151">PowerGoal 151</div>
| <div id="PowerGoal_151">PowerGoal 151</div>
| HE FELL FOR IT
| HE FELL FOR IT
| (Future)
| (В будущем)
| As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, "Look, over there!" and when the guard looks, you run.
| As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, "Look, over there!" and when the guard looks, you run.
|-
|-
| <div id="PowerGoal_152">PowerGoal 152</div>
| <div id="PowerGoal_152">PowerGoal 152</div>
| HUFFING DARKNESS
| HUFFING DARKNESS
| (Future)
| (В будущем)
| You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.
| You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.
|-
|-
| <div id="PowerGoal_153">PowerGoal 153</div>
| <div id="PowerGoal_153">PowerGoal 153</div>
| THE CRACKS OF DOOM
| THE CRACKS OF DOOM
| (Future)
| (В будущем)
| You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.
| You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.
|-
|-
| <div id="PowerGoal_154">PowerGoal 154</div>
| <div id="PowerGoal_154">PowerGoal 154</div>
| AMONG THE BARBARIANS
| AMONG THE BARBARIANS
| (Future)
| (В будущем)
| The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.
| The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.
|-
|-
| <div id="PowerGoal_155">PowerGoal 155</div>
| <div id="PowerGoal_155">PowerGoal 155</div>
| SHINING ARMOR IS IMPORTANT
| SHINING ARMOR IS IMPORTANT
| (Future)
| (В будущем)
| The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.
| The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.
|-
|-
| <div id="PowerGoal_156">PowerGoal 156</div>
| <div id="PowerGoal_156">PowerGoal 156</div>
| ANNOYING RELATIVES
| ANNOYING RELATIVES
| (Future)
| (В будущем)
| While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.
| While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.
|-
|-
| <div id="PowerGoal_157">PowerGoal 157</div>
| <div id="PowerGoal_157">PowerGoal 157</div>
| A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR
| A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR
| (Future)
| (В будущем)
| You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.
| You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.
|-
|-
| <div id="PowerGoal_158">PowerGoal 158</div>
| <div id="PowerGoal_158">PowerGoal 158</div>
| NEVER THE SAME FOREVER AFTER
| NEVER THE SAME FOREVER AFTER
| (Future)
| (В будущем)
| The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.
| The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.
|-
|-
| <div id="PowerGoal_159">PowerGoal 159</div>
| <div id="PowerGoal_159">PowerGoal 159</div>
| THAT SHIT'LL KILL YOU
| THAT SHIT'LL KILL YOU
| (Future)
| (В будущем)
| The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.
| The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.
|-
|-
| <div id="PowerGoal_160">PowerGoal 160</div>
| <div id="PowerGoal_160">PowerGoal 160</div>
| SINCE THE BEGINNING OF TIME
| SINCE THE BEGINNING OF TIME
| (Future)
| (В будущем)
| The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.
| The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.
|-
|-
| <div id="PowerGoal_161">PowerGoal 161</div>
| <div id="PowerGoal_161">PowerGoal 161</div>
| BUT WHY WAS THE LEADER POINTING THERE?
| BUT WHY WAS THE LEADER POINTING THERE?
| (Future)
| (В будущем)
| The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.
| The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.
|-
|-
| <div id="PowerGoal_162">PowerGoal 162</div>
| <div id="PowerGoal_162">PowerGoal 162</div>
| SPARED THE DETAILS
| SPARED THE DETAILS
| (Future)
| (В будущем)
| The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.
| The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.
|-
|-
| <div id="PowerGoal_163">PowerGoal 163</div>
| <div id="PowerGoal_163">PowerGoal 163</div>
| "OH, BY THE WAY..."
| "OH, BY THE WAY..."
| (Future)
| (В будущем)
| The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.
| The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.
|-
|-
| <div id="PowerGoal_164">PowerGoal 164</div>
| <div id="PowerGoal_164">PowerGoal 164</div>
| IT DIDN'T HELP MUCH
| IT DIDN'T HELP MUCH
| (Future)
| (В будущем)
| Your enemy holds up his hand to shield his face as you bring your axe down upon him.
| Your enemy holds up his hand to shield his face as you bring your axe down upon him.
|-
|-
| <div id="PowerGoal_165">PowerGoal 165</div>
| <div id="PowerGoal_165">PowerGoal 165</div>
| "IT WAS A DESPERATE BATTLE..."
| "IT WAS A DESPERATE BATTLE..."
| (Future)
| (В будущем)
| You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.
| You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.
|-
|-
| <div id="PowerGoal_166">PowerGoal 166</div>
| <div id="PowerGoal_166">PowerGoal 166</div>
| GRACE IN VICTORY
| GRACE IN VICTORY
| (Future)
| (В будущем)
| After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.
| After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.
|-
|-
| <div id="PowerGoal_167">PowerGoal 167</div>
| <div id="PowerGoal_167">PowerGoal 167</div>
| THE EVIL SWAMP
| THE EVIL SWAMP
| (Future)
| (В будущем)
| Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.
| Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.
|-
|-
| <div id="PowerGoal_168">PowerGoal 168</div>
| <div id="PowerGoal_168">PowerGoal 168</div>
| CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION
| CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION
| (Future)
| (В будущем)
| He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.
| He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.
|-
|-
| <div id="PowerGoal_169">PowerGoal 169</div>
| <div id="PowerGoal_169">PowerGoal 169</div>
| MAN-BRANDED
| MAN-BRANDED
| (Future)
| (В будущем)
| The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.
| The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.
|-
|-
| <div id="PowerGoal_170">PowerGoal 170</div>
| <div id="PowerGoal_170">PowerGoal 170</div>
| AS LONG AS THEY DON'T DO IT TOO OFTEN
| AS LONG AS THEY DON'T DO IT TOO OFTEN
| (Future)
| (В будущем)
| With a foot atop the slain alligator, the barbarian warrior cries "I name you Dragon Sword!" at his raised blade.
| With a foot atop the slain alligator, the barbarian warrior cries "I name you Dragon Sword!" at his raised blade.
|-
|-
| <div id="PowerGoal_171">PowerGoal 171</div>
| <div id="PowerGoal_171">PowerGoal 171</div>
| THE MIGHTY ROCKNOR
| THE MIGHTY ROCKNOR
| (Future)
| (В будущем)
| The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.
| The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.
|-
|-
| <div id="PowerGoal_172">PowerGoal 172</div>
| <div id="PowerGoal_172">PowerGoal 172</div>
| WHAT ARE YOU DOING AFTER WORK?
| WHAT ARE YOU DOING AFTER WORK?
| (Future)
| (В будущем)
| The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.
| The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.
|-
|-
| <div id="PowerGoal_173">PowerGoal 173</div>
| <div id="PowerGoal_173">PowerGoal 173</div>
| THEY ARE SENSITIVE CREATURES
| THEY ARE SENSITIVE CREATURES
| (Future)
| (В будущем)
| The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.
| The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.
|-
|-
| <div id="PowerGoal_174">PowerGoal 174</div>
| <div id="PowerGoal_174">PowerGoal 174</div>
| IT'S A BAD PLACE
| IT'S A BAD PLACE
| (Future)
| (В будущем)
| A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.
| A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.
|-
|-
| <div id="PowerGoal_175">PowerGoal 175</div>
| <div id="PowerGoal_175">PowerGoal 175</div>
| THE POWER OF FRIENDSHIP
| THE POWER OF FRIENDSHIP
| (Future)
| (В будущем)
| The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.
| The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.
|-
|-
| <div id="PowerGoal_176">PowerGoal 176</div>
| <div id="PowerGoal_176">PowerGoal 176</div>
| NOT SO STEALTHY THIS TIME!
| NOT SO STEALTHY THIS TIME!
| (Future)
| (В будущем)
| A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.
| A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.
|-
|-
| <div id="PowerGoal_177">PowerGoal 177</div>
| <div id="PowerGoal_177">PowerGoal 177</div>
| VERY FOUL
| VERY FOUL
| (Future)
| (В будущем)
| The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!
| The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!
|-
|-
| <div id="PowerGoal_178">PowerGoal 178</div>
| <div id="PowerGoal_178">PowerGoal 178</div>
| WHY DO YOU HANG OUT WITH THOSE GUYS?
| WHY DO YOU HANG OUT WITH THOSE GUYS?
| (Future)
| (В будущем)
| Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.
| Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.
|-
|-
| <div id="PowerGoal_179">PowerGoal 179</div>
| <div id="PowerGoal_179">PowerGoal 179</div>
| A STRONG LEADER
| A STRONG LEADER
| (Future)
| (В будущем)
| You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, "Whip yourself, for you are the true coward!"
| You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, "Whip yourself, for you are the true coward!"
|-
|-
| <div id="PowerGoal_180">PowerGoal 180</div>
| <div id="PowerGoal_180">PowerGoal 180</div>
| BATTLE BUFFET
| BATTLE BUFFET
| (Future)
| (В будущем)
| The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.
| The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.
|-
|-
| <div id="PowerGoal_181">PowerGoal 181</div>
| <div id="PowerGoal_181">PowerGoal 181</div>
| I MAKE ALL MY OWN CLOTHES
| I MAKE ALL MY OWN CLOTHES
| (Future)
| (В будущем)
| You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.
| You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.
|-
|-
| <div id="PowerGoal_182">PowerGoal 182</div>
| <div id="PowerGoal_182">PowerGoal 182</div>
| PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY.
| PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY.
| (Future)
| (В будущем)
| The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.
| The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.
|-
|-
| <div id="PowerGoal_183">PowerGoal 183</div>
| <div id="PowerGoal_183">PowerGoal 183</div>
| JUST A LITTLE MORE!
| JUST A LITTLE MORE!
| (Future)
| (В будущем)
| You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.
| You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.
|}
|}


[[en:Consolidated_development]]
[[en:Consolidated_development]]
[[Категория:Разработка игры]]

Текущая версия от 11:36, 8 августа 2023

О краткосрочных планах на будущее разработки в статье Планы разработки Dwarf Fortress.

Это расширенная расшифровка старой страницы Consolidated Development Page до изменения дизайна веб-страницы Dwarf Fortress. Здесь указаны все долговременные и краткосрочные арки, элементы Core, Req, Bloat и Powergoal. Страницу можно найти по этой ссылке.

Из-за возраста страницы многие из указанных целей могут устареть, но они всё ещё могут дать общий обзор мысли, заложенной в разработке игры, и Toady всё ещё часто ссылается на некоторые широкие арки при описании разработки.

Арки

Арка — множество фич одной тематики. Множество из них можно реализовать одновременно, но это не обязательно, поэтому иногда бывает сложно судить о готовности той или иной арки.

Краткосрочные арки — те, которые будут, скорее всего, реализованы в ближайшем будущем. Долговременные, с другой стороны, будут разрабатываться в более далёком будущем, возможно, даже после версии 1.0.

Данная статья помечена как не оконченная.
Вы можете прочитать эту статью на английском или помочь проекту её переводом.

Кратковременные арки

Арка Описание Требования
BUSTLING TOWN ARC Города должны быть более структурированными. Жители должны не бесцельно бродить, а заниматься делами. Предметы должны быть не только в магазинах. Должна быть стража. Медовые залы нужно сделать более интересными. en 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 и PowerGoal148.
FIRE AND LIGHTING ARC Сейчас пещеры неестественно освещены, хотя в них должна царить кромешная тьма. То же самое справедливо для пасмурных безлунных ночей. После добавления тьмы в режиме приключения понадобится огонь. Его также можно добавить в режим крепости. en Core14, Core55, Req96 и PowerGoal150.
BURROWS, TRANSPORTION AND AUTOMATION ARC Дать возможность указать дварфам пространство ("нору"), в пределах которого они будут жить и работать, чтобы уменьшить количество работ по переносу. Сюда относится большая часть req, связанных с переноской или складами. Можно автоматизировать другие мастерские, хотя систему выдачи приказов можно сделать более мощной, чтобы уменьшить количество возни с интерфейсом для заказа, например, стекла или мыла. en Core36, Core56, Core57, 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 и Bloat313.
ADVANCED HELP ARC У игры крутая кривая обучения. Для помощи игрокам можно ввести руководства, внутриигрового советника, внутриигровую помощь. en Core19, Core22 и Core58.
CARAVAN ARC Перед добавлением армий нужно сделать так, чтобы караваны действительно перемещались по карте мира, а не просто появлялись около крепости, чтобы они двигались между городами на карте, хотя от введения экономики лучше пока воздержаться. Нужно, чтобы была возможность найти предметы, проданные из режима крепости, в режиме приключения, и наоборот. en Core3, Core38, Core81, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 и PowerGoal148.
COUNTY ARC Нужно дать возможность развивать большее поселение за пределами непосредственной игровой зоны. en Core28, Core29 и PowerGoal53.
ARMY ARC Добавить возможность контролировать патрули и армии в режиме крепости. Приключенец должен иметь возможность присоединиться к армии или даже возглавить её. В режиме крепости нужно добавить возможность контролировать отдельных солдат патруля, как в режиме приключения. Добавить войны, от налётов бандитов и монстров до полноценных войн между цивилизациями. Потревоженные цивилизации могут патрулировать окрестности своих городов и мест, что может привести к схваткам на дикой местности, и т.д. en 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 и PowerGoal147.
NEMESIS ARC Лидеров цивилизаций нужно разными способами конкретизировать и дополнить. en Core11, Core15, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 и PowerGoal122.
RELATIONSHIPS ARC Добавить возможность найти супруга, завести семью, создать играбельных наследников в режиме приключения. Можно подробней расписать дварфийские отношения и личные черты. en Core59, Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 и PowerGoal119.
DIPLOMACY ARC Должно быть гораздо больше дипломатии между вашей крепостью и внешним миром, особенно после появления знати. Сейчас в этом плане в игре почти ничего нет. en Core33, Core62, Core63, Req174, Req177, Req291, Req451, Req527, Req542, Req543, Bloat31, Bloat72, Bloat73, PowerGoal10, PowerGoal98 и PowerGoal101.
GHOSTS ARC Посещение приключенцем вашей старой крепости можно сделать более интересным. Так как игра следит за каждым дварфом, живущим или умершим в крепости, эти данные также можно использовать. Цивилизации, воюющие во время генерации мира, могут создавать руины, которые можно посетить (старые замки, храмы, т.д.). en Core67, Core68, Core69, Core70, Bloat21, PowerGoal11, PowerGoal92 и PowerGoal107.
AFFILIATION ARC Дать возможность приключенцу добиваться успеха в отношениях с людьми, городами, цивилизациями. Полный набор ответственностей подождёт, для начала нужно сделать хотя бы возможным получать статус в глазах людей. За помощь вас могут по-разному наградить, от разрешения спать в доме и еды в дар до предложения свадьбы. Более мелкие сущности (бандиты, культы) могут предлагать более сомнительные задания (кражи, убийства, похищения, т.д.) для подобных привилегий. Можно получить возможность спать в главном зале города, если вы с ним в хороших отношениях. Тем не менее бродяжничество должно наказываться. en Core64, Core65, Core71, Req586, Req587, Bloat163, PowerGoal12, PowerGoal19, PowerGoal27, PowerGoal37, PowerGoal41, PowerGoal42, PowerGoal44, PowerGoal48 и PowerGoal54.
COMBAT ARC Много новых боевых навыков, атрибутов и т.д. en Core72, Core73, Core74, 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 и PowerGoal150.
SCENARIOS ARC Генерация персонажей подлежит значительному изменению. Текущий план — иметь интерактивных генератор истории, который пронёс бы персонажа от рождения до играбельного возраста, вплетая его в ткань мира. Кнопка "Play Now!" сразу автоматически решила бы все вопросы, возможно, с большой склонностью помещать персонажа в страшные/интересные ситуации. en Core75, Core76, Req214, Req317, Bloat26 и Bloat143.
LIFE CYCLE ARC Сейчас в городах и других поселениях никто не рождается и не стареет. Вместо этого нужно с основания города симулировать и отслеживать эти вещи, начиная с генерации мира. Это сделало бы мир более интересным, а также более устойчивым к действиям игрока. Однако это добавляет нестабильность, независящую от действий игрока, так что это нужно реализовать аккуратно. en Core77, Core78, Req317, Req441, Req489, Bloat115, Bloat193, Bloat194 и PowerGoal31.
ARTIFACT ARC Специальные предметы, созданные дварфами, сейчас не очень интересны, и приключенец мало что может с ними сделать. Эти объекты должны иметь магические силы и оказывать большое влияние на действия сущностей, контактирующих с ними. Даже если приключенец не сможет сам найти применения артефакту, он сможет найти покупателя из знати и использовать эту возможность, чтобы получить дом или хорошее положение в сущности, например. en Core79, Core80, Req395, Bloat49, Bloat173, PowerGoal13, PowerGoal60, PowerGoal68 и PowerGoal134.
CRIME AND PUNISHMENT ARC За мелкие преступления должны быть мягкие наказания. Сюда же входит увеличение интересности пьянки в городе, добавление драк в баре, нормальные кражи, арест, тюремное заключение, казни… en Core82, Core83, Req303, Req327, Req366, Bloat53, Bloat75, Bloat143, PowerGoal14, PowerGoal22, PowerGoal23, PowerGoal25, PowerGoal26, PowerGoal38, PowerGoal47, PowerGoal66, PowerGoal80, PowerGoal91, PowerGoal99, PowerGoal124, PowerGoal126, PowerGoal136 и PowerGoal146.
ADVENTURER SKILLS ARC Работы и профессии в режиме крепости неплохо реализованы. Приключенец должен уметь делать то же самое, особенно то, что связано с выживанием в дикой природе. Постепенно можно будет строить свои конструкции, сделать дом и иметь своё место на карте. en Core84, Core85, Core86, Req32, Req34, Req99, Req107, Req168, Req236, Req302, Req327, Req491, Bloat160, Bloat317, Bloat380, PowerGoal9, PowerGoal15 и PowerGoal103.
ADVENTURER PARTIES AND ENTITY Играя за приключенца с последователями, нужно иметь возможность создавать сущность — если у вас много людей, вы можете поручать им работы и управлять ими более стратегически. Также нужно иметь возможность контролировать каждого члена вашей группы, которую сделали вы сами. Можно, как сейчас, играть за одного и остальные будут идти за ним (как сейчас) или контролировать всех, особенно во время напряженных ситуаций, когда вы не доверяете ИИ. en Core24, Core61, PowerGoal20 и PowerGoal135.
DUNGEON ARC Улучшить области обитания кобольдов и гоблинов и цивилизации, помня о расширении понятия сущности и дальнейшей случайной генерации. Включает в себя добавление определения сущности и тегов для более примитивных гуманоидов. Сделать так, чтобы мегачудища лучше вписывались в мир. en Core89, Core90, Core91, 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 и PowerGoal145.
HUMANOID ARC Сделать крепости дварфов, не управляемые игроком, выглядеть и действовать как управляемые игроком, в рамках разумного. Улучшить эльфов как в арке подземелий, с их жилищами в многотайловых деревьях. en Core87, Core88, Req148, Bloat206 и PowerGoal129.
PRESENTATION ARC Более понятный интерфейс, больше настроек для интерфейса, поддержка перевода. en Core21, Core50, Core51, Core52, Core54, 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 и Bloat379.
LANGUAGE ARC Нужна более хорошая структура для внутриигровых языков, так как множество простых вариантов наименования невозможны в текущей системе. Не помешало бы добавить базовую грамматику и фонетику. Нужно иметь возможность разными способами изучать бумажные и гравированные записи, книги, поэмы, песни и прочее в разных режимах игры. en Core97, Core98, Core99 и Core100.
RANDOMIZATION AND RAWS ARC Множество вещей нужно сделать вне raw-файлов, после чего можно добавить возможность рандомизировать вещи, получаемые в игре. Текущие объекты, хранящиеся в raw-файлах (существа, сущности, растения, металлы, горные породы), также должны быть создаваемы случайно. Это подразумевает не только случайное изменение существующих объектов, но и, что более важно, создание совершенно новых. Это должно быть настраиваемым при создании мира, от мира только с объектами из raw до полностью случайного мира. В мирах со случайными объектами игроку нужно представлять их так, чтобы он постепенно стал с ними знаком, включая описания, истории возникновения и т.д., чтобы это не было просто кучей шума с глупыми названиями. en Core53, Core92, Core93, Core94, Core95 и Core96.

Долговременные арки

Arc Description Requirements
HIGH LEVEL PLOTS AND DIPLOMACY Различные интриги и интересные конфликты (необязательно с применением силы) между сущностями и отдельными существами. Существа должны действовать согласно своим нуждам и нуждам сущности, которой они принадлежат (в зависимости от привязанности к сущности). Приключенцы и крепости игрока также должны попадать под влияние ИИ. Сейчас в это частично реализовано (квесты выдаются в зависимости от окружения и связей с сущностями), но нужно, чтобы этот эффект был везде. Так как армии и вторжения будут сделаны до этой арки, к тому времени уже будет ИИ, которым можно будет дорабатывать. en Core30, Core33, Req131, PowerGoal18, PowerGoal47, PowerGoal57, PowerGoal65, PowerGoal95 и PowerGoal124.
LATE GAME После того, как приключенец сможет убивать наиболее опасных существ, мир становится скучным. Можно приготовить игру к этому и сделать этакий гибрид сказки, Беовульфа и Роберта Говарда с человеческими цивилизациями и редкими монстрами, чтобы игра продолжала быть интересной. Это и так сейчас происходит естественным путём, но нужно изменить диалоги и реакции людей, чтобы они соответствовали этим изменениям. en Bloat149.
EARLY GAME Эпоху Мифов в генерации мира нужно сделать играбельной. en Bloat148.
HUMAN TOWN Нужно дать игроку возможность управлять человеческими городами так же, как сейчас дварфийскими крепостями, с соответствующими изменениями. en Req469 и Bloat146.
GOBLIN/KOBOLD/CAVER Очевидное развитие мысли — возможность играть за злых существ, которые могут устраивать рейды на окружающий дружелюбный радостный мир. en
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, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal. 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. 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. PowerGoal62.
MAGIC 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. Bloat134, PowerGoal58, PowerGoal68, PowerGoal84, PowerGoal92, PowerGoal97, PowerGoal108, PowerGoal122 и 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. Bloat134, Bloat147, PowerGoal58 и 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. Bloat344, Bloat376, Bloat377, Bloat382, PowerGoal64, PowerGoal75, PowerGoal82, PowerGoal86, PowerGoal90, PowerGoal105, PowerGoal109, PowerGoal113, PowerGoal118, PowerGoal122, PowerGoal125, PowerGoal135, PowerGoal139, PowerGoal141 и 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. Bloat150, Bloat217 и 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. 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 элементы

Номер Название Статус Описание Требования
Core1
WRESTLING Завершено Ввести ближний бой с разнообразными маневрами. en
Core2
ADVENTURER EATING AND DRINKING Завершено Приключенцы начинают игру с едой и могут есть и пить. en
Core3
CARAVANS (В будущем) Отслеживание ресурсов и инфраструктуры режима приключения для создания групп торговцев, которые ходят между городами. Убедиться, что текущий режим игры в режиме крепости не пострадает, хотя караваны больше не будут "генерироваться", когда это необходимо. Связано с передачей знаний между сущностями, если к тому времени это будет сделано. Торговля, осуществляемая караванами, будет взаимодействовать с системой отслеживания ресурсов и, таким образом, будет немедленно доступна приключенцам. Это включает в себя предметы, проданные вашей крепостью дварфов, хотя, возможно, они могут быть немного абстрагированы, если их слишком много. en Core38
Core4
GROUND INTERACTIONS Завершено Позволить приключенцам взаимодействовать с окружающей средой. en
Core5
ADVENTURER TRAVEL Завершено Позволить приключенцам и компаньонам путешествовать по миру. en
Core6
BASIC ADVENTURER ENVIRONMENTAL EFFECTS Завершено Такие вещи, как дождь, снег, температура, дневной свет. Пока что эффектов температуры или локального освещения нет. en
Core7
CONVERSATIONS Завершено Добавить возможность разговаривать с другими существами в режиме приключения. en
Core8
ADVENTURER SHOPS Завершено Базовая покупка и продажа предметов в режиме приключения. en
Core9
TOWNS Завершено Добавить базовые карты городов в режим приключения, использовать координату Z для поселений и историй. en
Core10
OO CODE UPDATE Завершено Обновить все основные области кода до C++. en
Core11
ENEMY PETS (В будущем) Можно выдавать лидерам животных в зависимости от их личных симпатий, расы, описания сущности и местных доступных популяций дикой природы. Эти животные могут иметь имена и профили, как обычные существа. Можно взять часть поведения с дварфов, имеющих питомцев. en
Core12
END GAME Завершено Обработать конец игры в режиме крепости. en
Core13
BEAST ATTACKS Завершено Большие чудовища в пещерах, нападающие на крепость в режиме крепости. en
Core14
FIRE Завершено Предметы могут загораться. Огонь распространяется. Деревья снаружи могут загореться. Существа загораются, когда это уместно. Предметы повреждаются. Очень горячие металлические предметы могут плавиться, и они могут плавиться над персонажами, несущими их, используя ту же систему "загрязнений", которая в настоящее время обрабатывает инъекции яда. en
Core15
PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES (В будущем) Вражеский лидер играет важную роль в создании истории конфликтов, поэтому можно позволить представлять лидеров таким образом, чтобы вы, как игрок, могли узнать что-то об их прошлом, мотивации и внешности, не копаясь в экране легенд. Для этого может быть множество механизмов. Дипломаты и другие, которые посещают вашу крепость, могут позволить себе такое же обращение, а также люди, с которыми вы разговариваете и о которых в режиме приключений и т. д. en
Core16
END GAME 2 Завершено Дополнение к концу игры режима крепости. en
Core17
LEGENDS Завершено Ввести отображение легенд, исторические события и фигуры. en
Core18
INTERFACE KEYS Завершено Поместить кнопки интерфейса в редактируемые файлы. en
Core19
TUTORIALS (В будущем) Создать файлы-учебники, которые можно было бы загрузить отдельно и которые содержали бы текстовые инструкции и небольшие обучающие задания, позволяющие быстрее обучиться играть. en
Core20
TITLE MOVIES Завершено Сделать вступительный ролик со звуком. en
Core21
SOUND (В будущем) Сделать всю музыку/звуки опциональной, по группам. Больше музыки, возможно, зависящей от сезона или событий (например, обнаружение первого кобольда в пещере и т.д.). Звуки для боя, окружающей среды, интерфейса. en
Core22
ADVISORS (В будущем) Что-то вроде абстрактного советника, либо реально живущие дварфы, которые могли бы оценить текущее состояние крепости и дать советы, чтобы помочь крепости выживать и развиваться. en
Core23
THE MANUAL Завершено Сделать все части базового руководства доступными для просмотра из игры. en
Core24
ADVENTURER PARTIES (В будущем) Создавать, скажем, 6 персонажей одновременно. Они будут контролироваться как дварфийские рейдовые партии. Возможно, будут создаваться исторические связи для объяснения, почему они вместе. Группе можно выдавать имя, как дварфийским отрядам, и NPC можно пригласить, как в обычном режиме приключения, присоединиться к группе. en Core61
Core25
PLOT CLEANUP Завершено Режим крепости использовал некоторые фиксированные сюжетные события, такие как атака армии нежити и так далее. Они были вырезаны, но требуется подчистить связанный с этим код. После этого игра будет готова для армий. en
Core26
OVERLAND ARMIES ATTACKS (В будущем) Вторжения различных существ больше не должны генерировать солдат, а должны использовать сухопутные армии. Должны быть некоторые ограничения AI, чтобы крепость на ранних этапах не подавляли огромными армиями (по крайней мере, по умолчанию). en Core25, Core45
Core27
ARMIES OF DWARVES (В будущем) Вы должны иметь возможность отправлять патрули (и, когда вы наберёте достаточно дварфов, армии) по карте мира. Они могут атаковать меньшие близлежащие угрозы, такие как пещеры кобольдов, или сообщить вам о входящих вторжениях. en Core26
Core28
CONTROL OF TERRITORY AND EXTERNAL LOCATIONS (В будущем) По мере того как ваша крепость расширяется в баронство, графство и герцогство, эти слова должны обрести смысл в отношении окружающих земель. Дополнительные аванпосты / деревни / рабочие лагеря могут быть основаны под вашим контролем, но вне игрового поля, обеспечивая местную торговлю и дополнительный пул населения для войны и других начинаний. Область действия не определена, но это может включать типичные горные аванпосты, дварфьи/человеческие/смешанные деревни поблизости в других биомах или более глубокие места, которые вы нашли в созданных туннелях. en Core29, Bloat172
Core29
EXTERNAL CONSTRUCTIONS (В будущем) Дороги, мосты, стены и туннели на карте мира не должны создаваться только во время генерации мира. Вы должны иметь возможность отправлять дварфов и материалы для выполнения этих задач (хотя количество материала, используемого в типичной созданной во время генерации мира дороге, фактически запретило бы делать это в настоящее время, поэтому что-то нужно будет изменить). en Core28
Core30
KINGDOM (В будущем) Если вам удастся получить монарха, вы должны получить по крайней мере косвенный контроль над всей соответствующей дварфийской цивилизацией. Это включает в себя перемещение всех армий дварфов по карте и способность принимать самые важные дипломатические решения. en Core28
Core31
MAPS FOR SITES Завершено Карты для пещер и крепостей гоблинов. en
Core32
STARTING QUESTS Завершено Возможность спрашивать про окружение, простые квесты и защиту города. en
Core33
SERVING YOUR MONARCH (В будущем) Как только у вас есть внешняя деревня (или даже раньше), вы можете получить приказ от лидера дварфов отдать часть населения в качестве войск. Если солдат является одним из обитателей вашей крепости, вы можете контролировать их в любых будущих армейских боях позже в этой игре, или вы можете контролировать весь отряд, если больше ваших солдат были призваны. en
Core34
ABANDONMENT Завершено После покидания крепости дварфы сохраняются в «армию» для дальнейшего использования. en
Core35
DWARF RAIDS (В будущем) Если вы посылаете один из ваших патрулей атаковать участок, и он достаточно мал, вы должны иметь возможность управлять блоками индивидуально, как в режиме приключений. Если ваша группа большая, то вы можете либо управлять одним отрядом как партией, а остальные оставить ИИ, либо вы можете позволить всему этому работать как в режиме крепости. en Core27
Core36
BURROWS (В будущем) Дать возможность связывать здания и дварфов с областями, называемыми норами. Дварф может работать только в своей норе и не мог передвигаться между норами, если только ему не было сказано это делать. Шахтеры, внешние рабочие, граверы и так далее будут освобождены от выполнения этих работ. У нор могут быть общие цели для количества объектов, таких как бункеры, которые им нужны, и вы можете заказать переводы между норами с менеджером. Заказы на работу менеджера могут указывать норы. Как только ваша крепость большая, наличие такой системы для уменьшения количества работ по переноске очень важно. В сочетании с некоторыми другими идеями, большие крепости должны стать легче управляемы. en
Core37
RETIREMENT Завершено Добавить возможность уйти в отставку (или на отдых) вашему приключенцу в любом городе. en
Core38
SITE RESOURCES (В будущем) Объекты необходимо отслеживать в абстрактной форме, чтобы можно было использовать их без загрузки файлов сайта. Рабочие разных профессий, работающие в городе, должны иметь возможность производить и использовать ресурсы на основе этих запасов и местных картографических свойств. Любые изменения могут быть применены к существующим файлам города ретроактивно при их загрузке. Магазины должны пополнять свои запасы. Объекты должны быть разделены на основе того, кому они принадлежат, так как в одном и том же месте может быть несколько сущностей. en
Core39
END GAME 3 Завершено Дополнение для конце игры режима крепости. en
Core40
MONSTERS (В будущем) Нападения драконов должны быть более правильными. Их полеты должны приносить больше пользы. Должно быть возможным хватать и бросать людей. Также было бы хорошо вернуть волшебников и армии нежити из старого фиксированного сюжета обратно в микс. Было время, когда мертвые дварфы и домашние животные внезапно поднимались в вашей крепости из-за сюжетного события. Возможно, этого придется ждать, пока не будет магии. en
Core41
TOWN, HOME AND SCHEDULES Завершено Люди в городах должны иметь семьи, и они должны жить вместе. Люди должны иметь примерное представление о том, где они должны быть в течение дня. Крестьяне должны есть и спать, но пока они хорошо обеспечены. Много вооруженных людей в городе должны быть охранниками, которые не присоединятся к вам. en
Core42
TOWN, ITEMS (В будущем) Основные предметы по всему городу, включая различия между домами различных людей. Ключи. Одежда, наряды, униформа и символы. Мастерские и т.д. в городах, связанных с профессиями, торговлей и ресурсами. en
Core43
TOWN, IMPORTANT LOCATIONS (В будущем) Заставить важных персон находиться в соответствующих локациях. Сделать замки в столицах более интересными. Добавить интересные украшения. Добавить немного культуры в медовый зал, где останавливаются мэр и пьяницы. en Core42
Core44
OVERLAND TOWN MIGRANTS Завершено Если города опустеют (возможно, из-за приключенца), мигранты могут появляться на краях карты или на морских побережьях из морей, прилегающих к краям карты. Эти группы могут входить в города и объединяться с существующими городами. Вы можете встретить эти группы в режиме adventure. en
Core45
CIVILIZATIONS AT WAR (В будущем) Цивилизации (например, гоблины или экспансионистские люди) должны иметь возможность объявлять войну друг другу и создавать армии. Они могут посылать гонцов в отдаленные города или собирать солдат, маршируя из города в город к месту назначения. en Core44
Core46
ARMY BATTLES (В будущем) Вражеские армии, которые встречаются друг с другом, должны иметь возможность сражаться и нести потери. Армии должны иметь возможность атаковать города, брать в плен исторических деятелей и со временем менять города на новые. Не включает в себя длительные осады, тактику или стратегию — только основы. Приключенец на месте армейского сражения может наблюдать за ним. en Core45
Core47
CLEANING HISTORY Завершено Незначительные мертвые исторические фигуры должны быть абстрагированы, чтобы сэкономить место. en
Core48
SEAMLESS MAP Завершено Перемещаясь по миру в режиме приключений, вам больше не нужно доходить до края экрана местности, чтобы перейти в другую область. Это должно поддерживать и текущие места. en
Core49
FULL Z AXIS Завершено Ось Z должна поддерживаться в режиме крепости и режиме приключения. en
Core50
TILESET SUPPORT (В будущем) Разрешить использование графических тайлсетов для всех игровых объектов. en
Core51
SIZEABLE GAME WINDOW (В будущем) Разрешить изменение размера игровых окон и, возможно, поддержку шрифтов переменной ширины для отображения большего количества текста. en
Core52
INTERFACE OVERHAUL (В будущем) Понятный интерфейс, дополнительные опции и поддержка мыши. en
Core53
MORE RAW FILES (В будущем) Все должно быть перемещено из кода в папки с raw, насколько это позволит процессор. Должна быть обобщенная основа для таких вещей, как материалы и продукты, связанные с растениями и животными. Это получится не со всеми типами зданий, но мастерские и печи, безусловно, являются хорошими кандидатами. en
Core54
TRANSLATION SUPPORT (В будущем) Объявления и другой текст интерфейса должны быть размещены в редактируемом формате для поддержки любых потенциальных переводчиков, хотя текущие реализации шрифтов ограничивают этот процесс на данный момент, если будут задействованы символы, отличные от ASCII. en
Core55
LIGHTING (В будущем) По сути, это старое задание из разработки, теперь усовершенствованное: теперь важно, чтобы были правильное освещение, поле зрения, светильники и т.д. Самая важная часть — сделать зависимость поля зрения от освещения, а не от того, где вы стоите, и добавить средства для освещения (факелы, свечи и т.д.). Связано с Req96 en
Core56
IMPROVED FORTRESS TRANSPORTATION (В будущем) Хотя здесь всегда будет место для улучшения, некоторые основы необходимы в первой версии. Работа животных, повозки или тачки, возможно, некоторые более механические варианты, а также возможность организовать склады, мастерские и другие элементы крепости, чтобы переноска предметов стала менее болезненной. en
Core57
IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING (В будущем) Как и в случае с транспортом, сама цель открыта для бесконечного развития, но определенные базовые цели должны быть достигнуты для v1. Возможность более легко использовать конкретные материалы, приоритеты работы, лучшее автоматическое создание рабочих мест с помощью триггеров менеджера и т. д. и все остальное, что считается необходимым. en
Core58
DOCUMENTATION (В будущем) Внутриигровая документация ужасна — не как страшный волк времен плейстоцена, но скорее как "ужасный экономический прогноз". Любые ручные улучшения, контекстная справка с помощью мыши или внутриигровая энциклопедия могут сделать игру более доступной, так же как и учебники и расширенные параметры графики. en
Core59
LOVE AND ROMANCE (В будущем) Хотя некоторые из диалогов, вероятно, будут провальными, особенно в сочетании со генератором случайных стихов (да, это угроза), любовь всех видов очень важна для вождения историй и ситуаций и должна быть введена в генерацию мира, в мир во время игры, режим крепости и режим приключений. en
Core60
HEIRS (В будущем) Иметь играбельных наследников в режиме приключений было бы весело. Дварфы также должны делать немного больше для своих детей, чем иногда бегать, чтобы забрать их, когда они ползут к вентиляционному отверстию магмы в младенчестве, и понятие семьи в целом может иметь большее влияние на игру. en
Core61
ADVENTURER ENTITIES (В будущем) Ваша группа в режиме приключения должна заслуживать статус сущности, так как это, возможно, одна из самых важных групп в истории. Это позволить использовать механики взаимодействия сущностей с другими сущностями и с отдельными существами и позволит занять своё место в мире, когда изменения, касающиеся сущностей, позволят делегировать поручения подчинённым и так далее. Группа может сохраняться при смене приключенцев и игры. en Core24
Core62
FURTHER DIPLOMACY (В будущем) В дипломатию в режиме крепости можно внести много изменений. Помимо торговых соглашений, которые более интересны, интересны для поддержания и связаны с состоянием мира, могут быть установлены всевозможные отношения как с соседними цивилизациями, так и с родительской цивилизацией. Хотя мы оставим довольно много работы для более поздних версий, система должна быть удовлетворительной для версии 1, поскольку она должна сочетаться с караванами, войнами, данью и конфликтами наследования, описанными в других элементах v1 dev. en
Core63
SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS (В будущем) Прежде всего, преемственность на должности должна происходить в игре, чтобы мертвые посредники заменялись, как и мертвые монархи. Тогда процесс должен быть более беспорядочным. Войны из-за престолонаследия, расколы из-за религиозных разногласий и т. д., начиная с world gen и до обычной игры. В режиме крепости вы можете быть вовлечены в ту или иную сторону, прямо или косвенно, полагаясь на более вовлеченную дипломатию и армейский код, чем у нас в настоящее время и режим приключений также может получить много от таких конфликтов. en
Core64
INDIVIDUAL AFFILIATIONS (В будущем) Люди в городах должны быть более разными, и у всех них должны быть цели, с которыми игрок может им помочь. Они могут быть основаны на симпатиях и антипатиях, отношениях с другими людьми в городе или за его пределами и т. д. и хотя они начнутся во время генерации мира, крайне важно, чтобы формировались также новые цели во время жизни. Индивидуальные цели жизненно важны, чтобы ИИ был не апатичным из-за однородности мира, а чтобы существовало давление со стороны разных сущностей, обеспечивающее сложное поведение. Это обеспечит полезный материал для приключенческого режима (возможно, большую его часть), и любые изменения могут быть добавлены в режим крепости. en
Core65
ADVENTURER SITE AFFILIATIONS (В будущем) Когда вы выполняете задания для сущности, вы можете быть связаны с ней, но это всё. Это нужно значительно расширить. Нужно не только дать возможность занимать разные должности, нужно, чтобы вы могли быть приняты группой, получали жилую площадь, экипировку, плату и т.д. по необходимости. Также было бы хорошо, чтобы задания соответствовали целям сущности и, где это возможно, смягчить понятие задачи — если вы делаете что-то, что приносит пользу группе, даже если группа явно не просила об этом, это должно улучшить ваши отношения с ними в целом (в той мере, в какой действие/выгода обнаруживается с технической точки зрения), и человек на соответствующем положении в группе должен в некоторых обстоятельствах иметь возможность действовать, имея свою власть, с подчинёнными. Основные цели для первой версии — солдаты, охрана караванов, бандиты и религиозные группы. en
Core66
HIDDEN FUN STUFF (В будущем) Ни одну игру нельзя считать законченной без скрытых источников веселья! en
Core67
RUINS (В будущем) Раньше существовали руины со скелетами и зомби с архитектурой, не встречавшейся нигде более в мире. Можно реализовать это разными способами, самый очевидный из которых — заставлять цивилизации с разной архитектурой хоронить своих мертвых, а вымирающие цивилизации создают руины. Потерянные и погребённые руины, как те, что на местах раскопок, можно найти после некоторой работы. Восстанут ли мертвецы, будут ли там просто ловушки или не будет ничего, зависит от множества вещей, в основном от того, от чего вымерла цивилизация. en
Core68
GRAVEYARDS AND TOMBS (В будущем) Сейчас мертвые настолько мертвы, что они не существуют вне воспоминаний людей, которые слышали о них. Должны быть различные методы захоронений, некоторые как в режиме приключения — кладбища и гробницы, в том числе большие и сложные гробницы со всеми видами сокровищ и ловушек, соответствующих цивилизации, которая их создала. en Core67
Core69
OLD BATTLEFIELDS (В будущем) Поля сражений сейчас ссылаются на их общие координаты на карте мира во время легенд, но на самом деле они не существуют как места. Хотя не все сражения оставляли бы следы, особенно после того, как прошло много времени, некоторые оставляют. Первоначальная цель – генерация полей битв во время создания мира, но поля битвы, которые происходят, когда армии сражаются, также должны обрабатываться, независимо от того, присутствуете ли вы в качестве приключенца или армии дварфов или нет. en
Core70
FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS (В будущем) Сейчас заброшенная крепость — это, по сути, куча разбросанного мусора. Нужны правдоподобные причины для того, чтобы предмет изменил своё местоположение. Дополнительно, отслеживание слишком большого количества предметов в режиме крепости может привести к проблемам, так что была одна ранняя идея оставлять, после того, как крепость заброшена, дополнительные предметы, которые бы подробно описывали крепость, например, производственные журналы и дневники. Сначала они будут запрещены для использования дварфами, так что их надо будет отметить разрешить. В зависимости от того, как это будет реализовано, эти предметы, возможно, будут встречаться и во время обычной игры, или нет. В любом случае, различные факты о производстве и выдающихся (и других) ремесленниках должны быть отслежены и доступны после того, как вы достаточно тщательно обследуете крепость (или раньше, если параметры требуют этого, как с историческими событиями). en
Core71
BANDITS AND CULTS (В будущем) Важно, чтобы группы действовали самостоятельно или вообще создавали проблемы, не обязательно принадлежа к совершенно другой цивилизации. Бандиты и культы — хороший выбор для начала. Бандиты могут угрожать или выдвигать требования ранней крепости, культы могут возникнуть в более поздней, и приключенец может стать членом или противником. en
Core72
ROBUST ATTRIBUTE SYSTEM (В будущем) Атрибуты сейчас — грустный, грустный заполнитель. Должно быть больше атрибутов, скажем, из Armok 1, и их развитие должно зависеть от использования, а не от случайного назначения. Они должны медленно деградировать с течением времени, если их полностью не использовать. en
Core73
COMBAT OVERHAUL (В будущем) Это немного расплывчатый пункт, потому что включает в себя много мелких изменений, а не одно крупное. Помимо очевидных изменений в снарядах и интерфейсе борьбы, навыки могут перекрываться, атрибуты должны быть связаны с навыками должным образом, навыки могут забываться и в конечном итоге деградировать, как в Armok 1, могут быть добавлены новые общие боевые навыки, стили/методы для оружия/безоружного боя примерно как в Armok 1, и т. д. Этот пункт будет закончен, когда бой будет более или менее осмысленным. en
Core74
WOUND HANDLING (В будущем) Раны сейчас сделаны довольно глупо и приводят, по крайней мере, к одной серьезной проблеме (экстремальная и длительная фантомная боль в конечностях). Правильные описания, шрамы, инфекции и т.д. сюда же. en
Core75
ADVENTURER GENERATION AND SCENARIOS (В будущем) Сейчас приключенец — довольно туманный объект. Есть много углов, с которых можно его рассматривать: вплетение предыстории приключенца в локальную историю, игра за действительно существующее существо из мира, создание стартовых сценариев, которые хотя бы придавали смысл существованию приключенца и/или его мистическому прибытию и т.д. en
Core76
EMBARK SCENARIOS (В будущем) Высадка — одна из наиболее стерильных, упрощенных частей игры, её стоит улучшить. Хотя высадка вида отведи-повозки-отсюда-до-туда выходит за рамки того, что планируется в v1, хотя бы описание истории путешествия и добавление соответствующих эффектов к начальным условиям помогло бы с погружением в игру. en
Core77
AGE AND POPULATION TRACKING FOR ENTITIES (В будущем) После генерации мира смерти от старости происходят только локально (?), а люди больше никогда не имеют детей. Это нужно исправить, особенно когда армии и мигранты начнут набираться из реально существующего населения, а не создаваться из воздуха. en
Core78
WILDERNESS POPULATION TRACKING (В будущем) Население дикой природы довольно ограничено и в некоторых отношениях хуже, чем до введения оси Z. Это должно быть исправлено во время генерации мира и во время игры во всех режимах для всех категорий диких или подземных существ. en
Core79
COLLECTORS AND FINDING BUYERS (В будущем) В дополнение к дварфийской системе предпочтений и неприязни, могут существовать люди, коллекционирующие объекты. Можно начать с простых объектов, таких как монеты и жуки. Также должно быть само по себе приключением нахождение покупателя для многих ценных предметов, если вы хотите получить больше, чем может дать местный торговец, и новости о вашем приобретении должны держать вашу жизнь интересной. en
Core80
ARTIFACT MAGIC (В будущем) Ранняя точка зрения на магию, которая должна найти своё место в игре. Хотя это в целом будет регулироваться настройками мира, DF будет, скорее всего, фокусироваться на редких, уникальных, несколько мистических эффектах. Некоторых клише, наверно, невозможно избежать, хе хе хе. Артефакты, вероятно, придёт немного изменить, артефакты могут быть созданы во время генерации мира или во время игры, хотя артефакты игрока всё ещё должны иметь большую важность. en
Core81
TRIBUTE (В будущем) Отношения дани, установленные во время создания мира, должны быть конкретизированы, а затем приведены в игру. Дань будут перемещать по карте. Данники также могут возникнуть в рамках дипломатии режима крепости. en
Core82
THIEF AND SUPPORTING CAST (В будущем) Кроме проблем, описанных в следующем пункте, вор в режиме приключения может только продавать вещи другой цивилизации, а в изначальной немедленно считается преступником, из-за чего последующие попытки воровства там являются скорее сумасшедшим разбоем. Есть много способов, как исправить это. Преступления не должны мгновенно приписываться приключенцу, и в достаточно больших городах должно быть достаточно много уязвимых мест для того, чтобы хотя бы некоторое время быть успешным преступником даже без покидания города. Сейчас нет достаточно больших для этого городов, но самые населённые города больших империй должны быть завершены (после реализации соответствующего пункта разработки). Будет ли поведение воров распространено на режим крепости — открытый вопрос. en
Core83
ARREST AND PUNISHMENT (В будущем) Охранники не должны просто убивать. У тебя есть права, вроде того. В любом случае важно, чтобы были тюрьмы, темницы и казни. Охранники должны будут арестовать вас, после чего нужно будет правильно выполнить некоторые шаги, чтобы всё заработало(?). Все, что происходит в режиме приключений, должно быть привязано к режиму дварфов. Если это включает в себя бритье бороды, ну, вам лучше просто подчиняться закону. en
Core84
HUNTING AND GATHERING (В будущем) Нужно иметь возможность добывать еду в дикой природе и выполнять другие задачи, связанные с обработкой тела убитого на охоте существа, чтобы иметь возможность выживать в дикой местности, возможно, торгуя с городом. Более абстрактная охота в режиме путешествия должна быть примерно эквивалентной охоте в обычном режиме. Вы должны быть способны найти признаки животных, что поможет охотиться, и вы должны быть в состоянии собрать любые растения, которые вы найдете. en
Core85
CHOP, DIG, BUILD! (В будущем) Возможность в режиме приключенца рубить деревья, рыть каналы, копать скалы, строить любые структуры, на которые у вас хватит терпения. Всё это должно быть сохранено как полноценное место или хотя бы что-то подобное (как гостиницы и прочее возле дорог), и содержимое строения должно оставаться относительно нетронутым при должных предосторожностях. en
Core86
ADVANCED ADVENTURER SKILLS (В будущем) Почти каждая работа, доступная в режиме крепости, должна быть доступна в режиме приключенца, хотя она может опираться на инфраструктуру города, особенно сначала. en
Core87
PROPER DWARVES (В будущем) Дварфы, разумеется, нормально реализованы в режиме крепости, но в режиме приключения их места полностью отсутствуют (?), и их общество нигде не реализовано за пределами режима крепости. Их нужно привести к стандартам мира и в режиме приключения. Также обратите внимание, что этот и три следующих пункта разработки акцент делается не только на создании базовой вселенной, но и на расширении случайной генерации и возможностей для модификации для всех цивилизаций, предоставляя их как конкретные и более-менее разнообразные примеры. en
Core88
PROPER ELVES (В будущем) Как и дварфы, эльфы сейчас, и особенно их поселения, страдают от недостатка почти всего. Многотайловые деревья, взаимодействие друидов с местными силами, их отношение к животным и семиридам, их предпочтения в еде — всё это надо реализовать не только на этапе генерации мира, но и в игре. en
Core89
PROPER GOBLINS (В будущем) Как минимум, нужно доработать роль похитителя детей. Гоблинские лидеры должны иметь корректные всемирные амбиции. Большую часть элементов их этики «право за сильными» нужно конкретизировать и ввести в геймплей. en
Core90
PROPER KOBOLDS (В будущем) Каждый под кобольдом понимает своё; в DF кобольд — это ни гуманоидный чихуахуа, ни маленький человекодракон, это небольшая млекопитающая гуманоидная рептилия с заострёнными ушами и жёлтыми глазами со склонностью к обману и шалостям, с основанным на контексте подязыком, коллекцией ядовитых животных, ловушек и с клептоманским накопительством. en
Core91
PROPER UNDERGROUND/MAP FEATURES (В будущем) Сейчас подземелье — это место, где есть куча камня и скучных вещей, и иногда попадается что-то интересное. Нужно сделать больше чего-то интересного и меньше скучного и каменного. Сюда входит проработка областей снаружи гор, а также некоторые интересные природные особенности в основном безликих надземных районах. en
Core92
APPEARANCE VARIABLES/DESCRIPTIONS (В будущем) Описания внешности особенно актуальны для индивидуализации цивилизованных существ, которых вы встретите, но также важно и в других областях, и поможет в реализации случайно генерированных зверей и прочих вещей. en
Core93
RANDOMIZED MEGABEASTS AND POWERS (В будущем) Чудища и мегачудища и их способности должны быть случайно генерируемы в соответствии с местными поверьями и сферами местных религий. Степень случайности должна зависеть от параметров мира, так что всё ещё могут быть использованы обычные, не генерированные существа. en Core92
Core94
RANDOMIZED REGIONS AND THEIR FLORA/FAUNA (В будущем) Текущую систему добрых/злых регионов надо заменить системой, которая бы в разной степени связывала регионы с определёнными наборами сфер. Так, могут создаваться, например, пустыни с поющими камнями или леса, в котором у деревьев есть кровь, со разнообразными случайно генерируемыми существами и растениями, соответствующими сферам. Важно медленно представлять случайно созданные объекты игроку, а не просто кидать в него один за другим, чтобы обеспечить погружение, хотя что-то есть в идее кинуть игрока в совершенно случайный мир, при условии, что он сможет получить достаточно информации, наблюдая, слушая и разговаривая. en Core92
Core95
RANDOMIZED ENTITIES AND CIVILIZED CREATURES (В будущем) В продолжение темы случайной генерации, нужна возможность генерировать полное определение сущностей и существ и вводить их в мир. Как и с другими случайно генерируемыми вещами, мера случайности должна настраиваться при генерации мира, и процесс генерации должен быть доступен через raw-файлы. en Core93, Core94
Core96
GENERALIZED CURSES AND OTHER ALTERATIONS (В будущем) «Зомби» и «скелеты» сейчас реализованы неудовлитворительно, так как зомби, призраки и т.д. по большей части зависят от деталей трансформации и особенностей трансформированного существа. Обобщённые проклятия, зависящие от сфер, могут отличаться от мира к миру и включать в себя самые разнообразные изменения существ (и других объектов). en Core92
Core97
IMPROVED PHRASE STORAGE (В будущем) Текущая система хранения имён не очень расширяемая, так что её надо заменить, чтобы можно было делать другие изменения. en
Core98
BASIC GRAMMAR (В будущем) Абстрактные фразы могут быть реализованы каждым из внутриигровых языков разными способами. Структура для этого должна храниться в raw-файле. en Core97
Core99
WRITING (В будущем) Существующие объекты (такие, как гравюры и лезвия) должны поддерживать надписи на любых внутриигровых языках. Возможно, это будет связано с определёнными навыками и профессиями. en Core98
Core100
NEW LANGUAGE ITEMS (В будущем) Пергамент и прочее, книги, песни, поэмы и т.д. en Core99

Reqs

Reqs are old bugs, additions and adjustments that have to be handled.

Req-item Name Status Description Requirements
Req1
PILE MASTERY AND TYPES (В будущем) 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 (В будущем) 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 Завершено
Req4
PAYMENT FOR STORAGE JOBS Завершено
Req5
STOP TREES FROM BEING ADJACENT Завершено
Req6
CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS Завершено
Req7
PARTY NOTIFICATION OPTION (В будущем) Option to turn off notification about dwarves organizing parties.
Req8
RIVER ACTIVITY AND ATTACKS (В будущем) 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 (В будущем) People don't sleep/rest when they are chained/caged.
Req10
CARETAKER WELL USE Завершено Caretakers seeking water should be able to use wells.
Req11
IMPROVED RESCUE (В будущем) 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 Завершено A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
Req13
WINTER CAVE RIVER Завершено (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 Завершено Units shouldn't attempt to enter the map if you've blocked it off with lava.
Req15
LAVA AND TREES Завершено Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
Req16
REMOVE PUBLIC CHEST/CABINETS Завершено This is part of the swap over to the bin system.
Req17
AJAR DEFAULT DOOR SETTING Завершено
Req18
ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES (В будущем) 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 Завершено Champions didn't seem to want to target anything.
Req20
PILE CHECKING (В будущем) 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 (В будущем) 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 (В будущем) 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 Завершено
Req24
TRANSFER PILES (В будущем) 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 Завершено Thrown tantrum objects don't hit other friendlies, but they should.
Req26
SLEEPING THROUGH TANTRUMS Завершено Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
Req27
IMPROVED WORKSHOP INTERFACES (В будущем) 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 Завершено They used to throw refuse in the chasm. Now they don't. They should.
Req29
SOLDIER PROFILES (В будущем) 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 Завершено 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 Завершено
Req32
SKILL SYNERGY (В будущем) Have some skills give bonuses to other skills.
Req33
SMARTER ENGRAVER Завершено 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 (В будущем) Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
Req35
SHODDY START ITEMS (В будущем) Shoddy items for low skill settlers. Req34
Req36
INIT BUG Завершено Potential initialization problem for dwarf mode if previous games have been played.
Req37
TRIGGER LINK INTERFACE (В будущем) It could be more clear about what you are linking to and what it will do.
Req38
JOB INFORMATION RETENTION (В будущем) 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 Завершено
Req40
IMPROVED OUTPOST LIAISON Завершено Liaison should come earlier and be more useful.
Req41
BUILDING CONSTRUCTION ITEM SELECTION Завершено 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 Завершено
Req43
MOVIE MAKER INTERFACE (В будущем) Put fast-forward back in, some other tweaks.
Req44
JOB ASSIGN OPTIMIZATION Завершено
Req45
TARGET OPTIMIZATION Завершено (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
Req46
JOB AMOUNT ABUSE (В будущем) 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 Завершено Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
Req48
NO RECORD Завершено
Req49
POUR BUCKETS INTO BARRELS Завершено
Req50
ERRANT BLOOD PLACEMENT Завершено In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
Req51
OVER-POWERED TANTRUMS (В будущем) Damaging certain buildings is too easy.
Req52
NO RECORD Завершено
Req53
NO RECORD Завершено
Req54
FOCUS 3D (В будущем) Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
Req55
NO RECORD Завершено
Req56
NO RECORD Завершено
Req57
NO RECORD Завершено
Req58
SOLDIERS ON TOP OF MILITARY SCREEN Завершено
Req59
COLOR ON UNIT SCREEN Завершено
Req60
BLOCK EXPLANATIONS Завершено Can't tell what's blocking you when are blocked going down dwarf stairs.
Req61
INVASION AFTER-EFFECTS (В будущем) 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 Завершено 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 (В будущем) People don't care when their smaller pets die.
Req64
ACCESSIBILITY ISSUES (В будущем) 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 Завершено
Req66
PROBLEM WITH POPULATION CREATION Завершено
Req67
MONSTER BURIAL Завершено 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 (В будущем) 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 Завершено They put a corpse in a coffin that wasn't flagged "Use for Burial".
Req70
BREAKUP ITEM STACKS (В будущем) 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 (В будущем) 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 Завершено
Req73
SOME CODE CLEANING Завершено
Req74
MINING DESIGNATIONS (В будущем) A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
Req75
REWALL Завершено Option to re-wall or fill in channels, using some stone.
Req76
INTELLIGENT HUNTING (В будущем) Crossbow hunters should be more intelligent about their ammo.
Req77
SOME NEW WILDERNESS CREATURE TYPES Завершено
Req78
TWEAK FOR PILES Завершено
Req79
JOB CANCEL NOTICES (В будущем) 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 (В будущем) Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
Req81
ARTISANS WEARING ARMOR (В будущем) Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
Req82
NUMBERED JOB REPEAT (В будущем) Option to have numeric repeats for a job.
Req83
INTELLIGENT JOB HANDLING (В будущем) More job suspensions rather than complete cancellations.
Req84
SKILL ROLL CONSISTENCY (В будущем) 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 (В будущем) 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 (В будущем) 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 (В будущем) 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 Завершено Problem with corpses/body parts in the stockpile screen.
Req89
DIG INTERFACE PROBLEM Завершено
Req90
MULTIPLE AUTOMATED SHOP (В будущем) 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 (В будущем) 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 (В будущем) Archery can neglect same square and grounded targets, need to have choice if many are in same square.
Req93
NO RECORD Завершено
Req94
ABANDONMENT FIX Завершено
Req95
BETTER TRAP TEXT (В будущем) Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
Req96
LIGHTING (В будущем) 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. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
Req97
VERMIN SWARMS IN ADVENTURE MODE Завершено
Req98
ART IMAGES Завершено
Req99
BURYING THINGS (В будущем) Allow items to be buried under the soil.
Req100
COIN STORES (В будущем) 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 Завершено
Req102
SOME WAGE ADJUSTMENTS (В будущем) Jeweler and mechanic jobs should take a little longer but pay more.
Req103
NO RECORD Завершено
Req104
SLAYER ANNOUNCEMENT (В будущем) In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
Req105
SOME BUILDING INTERACTIONS Завершено
Req106
FINALIZING THE STATE OF ACTIVE FLOWS (В будущем) If flows are active when the player quits, their effects need to be handled.
Req107
PRIMITIVE WEAPONS (В будущем) Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
Req108
INTERFACE BINDINGS Завершено
Req109
FINISH TRAP BAITING (В будущем) It's very sparse right now. Gems aren't actually used.
Req110
NEMESIS TRADES (В будущем) 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 (В будущем) It could give more feedback about save/load errors.
Req112
ITEM AGGREGATES (В будущем) 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 Завершено
Req114
DWARF LEVEL TWISTING ISSUES Завершено Can see/shoot through dwarf twisted areas improperly sometimes.
Req115
NO RECORD Завершено
Req116
PROBLEM WITH LEAVES TEXT Завершено
Req117
PET CAGE ASSIGNMENT PROBLEM (В будущем) Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
Req118
SOLDIER STATIONING LOAD PROBLEM Завершено Bug with soldier stationing after load.
Req119
LOSS OF THREAD PLANT RESOURCES Завершено It still gives you one thread from pig tail(5).
Req120
OFF DUTY SOLDIER STORES (В будущем) Off-duty soldiers don't store their belongings, but they should.
Req121
BACKPACK AND QUIVER USE Завершено Problem with quivers and backpacks conflicting in dwarf mode especially.
Req122
RESPECT BELT SLOT Завершено The belt inventory slot is created by pants, but this is only partially respected.
Req123
NO RECORD Завершено
Req124
CAVE-IN RAMIFICATIONS (В будущем) There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
Req125
BUILDING DAMAGE AND INVADERS (В будущем) 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 Завершено (Obsolete) Invaders are blocked by wells, but they don't destroy them.
Req127
CLARIFY DOOR DESIGNATIONS Завершено The door designations are very confusing right now.
Req128
TRAFFIC JAMS Завершено The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
Req129
IMPROVE COOKING (В будущем) 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 (В будущем)
Req131
RECEIVING OFFERINGS (В будущем) When you get king, you should receive offerings.
Req132
ELF CHECK DEFICIENCIES (В будущем) 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 (В будущем) Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
Req134
FORTIFICATION OBJECT PROBLEMS (В будущем) Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
Req135
HIDDEN REQUIRED FUN STUFF (В будущем)
Req136
ADVANCED STEALTH (В будущем) 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 (В будущем) 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 (В будущем) 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 Завершено Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
Req140
BETTER JOB CANCELLATION (В будущем) If you are a few steps from completing your job and get a little hungry, you should stick it out.
Req141
HANDLE DISCONNECTED COMPONENTS Завершено Sometimes needs to deal with disconnected caves on loss.
Req142
WEIGHT/INJURY INTERFACE (В будущем) 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 (В будущем) The wearing things in adventure mode should take time and be interruptable.
Req144
NAME ENTRY Завершено Ability to enter name manually, at least your first name (which is never translated).
Req145
CHANNEL INTERFACE PROBLEMS Завершено Sometimes channels can display several times because of the way it links them. This can be changed.
Req146
PILE ISSUES (В будущем) Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
Req147
BUILD PATH VIOLATION Завершено
Req148
EXPANDED DUNGEON AI (В будущем) 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 (В будущем) 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 Завершено Possible problem with caging dangerous animals.
Req151
LEGENDS SCREEN Завершено
Req152
GRAMMAR PROBLEMS (В будущем) There are various grammar problems.
Req153
LINE DRAWING Завершено Basic problem with how line code treats adjacent squares.
Req154
PROBLEM WITH SECONDARY SCROLLING Завершено
Req155
NO RECORD Завершено
Req156
PROJECTILE UNIT KILL CAUSES (В будущем) 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 Завершено
Req158
THEFT WEIGHT LIMITS (В будущем) Fix up theft weight limits. They are currently arbitrary.
Req159
ANIMAL MISCHIEF BROKEN Завершено
Req160
INVENTORY PROBLEMS Завершено
Req161
LEADER TITLES (В будущем) Civilization leaders need proper titles.
Req162
ENTITY RECIPES (В будущем) Civilization initial recipes. This also includes some food management for civs so food items can be created more easily. Req129
Req163
NEMESIS SAVE BUG Завершено
Req164
ITEM DAMAGE ISSUES (В будущем) 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 (В будущем) Refine unit contamination amounts and levels.
Req166
REFINE WAGON AI Завершено Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
Req167
NO RECORD Завершено
Req168
ADVENTURER RIDERS (В будущем) Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
Req169
RAMP USAGE Завершено
Req170
PROBLEM WITH ANIMAL TRAINING AND 3D Завершено
Req171
TARGETING AND MOVEMENT ISSUES (В будущем) Some adventure mode melee targeting and movement code issues.
Req172
PROBLEM WITH MULTIPLE HUMAN CIVS (В будущем) It only checks one human civ per season, so some of the update code can work too slowly.
Req173
CULLING (В будущем) Cull things when there are too many. It needs to pick the things that are less likely to be missed.
Req174
REASON FOR OFFERING (В будущем) There's no point of offering goods to your own king right now.
Req175
TRADE OPTIMIZATION (В будущем) Improve trading code.
Req176
PET TRADE PROBLEM Завершено
Req177
KING ENTOURAGE (В будущем) Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
Req178
NO RECORD Завершено
Req179
SMALL PET INVENTORY DESCRIPTIONS (В будущем) Pet-in-inventory descriptions need to respect the body of the holder.
Req180
ENGRAVING LOOK PROBLEMS (В будущем) You can see engraving descriptions even if you are off of the facing level.
Req181
MOUNT PROJECTILE ISSUES (В будущем) There are potential problems with riders when mount becomes projectile.
Req182
BUILDING PLACEMENT INTERFACE Завершено Need to explain why red X appears.
Req183
LOOK/SHOOT INTERFACE (В будущем) Improve look interface code a bit. Let you choose targets in shoot/throw.
Req184
FLOORS IN LOOK SENTENCES Завершено In the look sentence in adventure mode, it could include information about the floor type.
Req185
NO RECORD Завершено
Req186
PROPER CIV NEIGHBORS (В будущем) 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 Завершено 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 (В будущем) Differentiate attack and move speed. This has many ramifications and associated difficulties.
Req189
ARCHER ARMOR START SKILLS (В будущем) Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
Req190
CREATURE KNOWLEDGE (В будущем) Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
Req191
TREE PREFERENCES (В будущем) Tree preferences are fairly arbitrary right now.
Req192
TRANCE BONUSES (В будущем) Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
Req193
CHANGE ITEM ACQUISITION (В будущем) When people choose inventory items they like, they don't consider dropping what they are already wearing.
Req194
STARTING BELT OBJECTS (В будущем) Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
Req195
ITEM MATERIAL PROBLEM Завершено
Req196
DRINK APPRECIATION PROBLEM (В будущем) Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
Req197
BUTCHERY OPTIMIZATION (В будущем) The butchery code can be consolidated with some other sections of the program.
Req198
KO VOMIT CHOKE (В будущем) If you are knocked out, you should choke if you vomit sometimes.
Req199
VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION (В будущем) There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
Req200
ARCHER ISSUES (В будущем) Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
Req201
POTENTIAL PROJECTILE PROBLEM (В будущем) No symptoms, just a code-check.
Req202
DRESS/ROBE PROBLEM Завершено If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
Req203
PROPER HEALING (В будущем) 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 (В будущем) 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 Завершено
Req206
ITEM WRESTLING (В будущем) Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
Req207
CONSOLIDATE MISS ANNOUNCEMENTS (В будущем) Consolidate repeated miss announcements. A few other announcements could also be collapsed.
Req208
DEAL WITH POTASH VS ASH Завершено
Req209
ENTITY DEF ITEM TYPES Завершено
Req210
GROUP SKILLS IN STARTUP Завершено
Req211
TOMB STORAGE AND ACCESSIBILITY (В будущем) Problem storing inaccessible body in tomb. The job was repeatedly created.
Req212
RE-EVALUATE HAUL LOCATIONS Завершено 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 Завершено Thirsty mothers cannot seek lost babies effectively.
Req214
START SCENARIOS (В будущем) 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 Завершено
Req216
SOME DISPLAY RATE ISSUES Завершено
Req217
BUILDING CONSTRUCTION PROBLEM (В будущем) Suspend building constructions if item blocking the build site are unreachable.
Req218
MERCHANT ANNOUNCEMENTS (В будущем) Notification when merchants are done unloading.
Req219
VERMIN PROBLEM (В будущем) Possibly issue when cleaning vermin references.
Req220
MULTIPLE DEPOTS (В будущем) Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
Req221
HISTORY GENERATION Завершено Refine 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 Завершено
Req223
SET RACE MAKER PROPERLY ON ITEMS Завершено
Req224
PARRYING AND ITEMS (В будущем) Refine parrying chances, based on item type.
Req225
BUILD PATH VIOLATION Завершено
Req226
BUILDING ADMIRATION BUG (В будущем) A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
Req227
PEAKS AND VOLCANOS Завершено 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 Завершено
Req229
PROBLEM WITH SUBREGION TYPING Завершено
Req230
AIMED SHOTS AND BODYPART SIZES (В будущем) 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 Завершено
Req232
CAVE RIVER ENTITIES (В будущем) Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
Req233
ISSUES WITH ITEM SHARING Завершено There are some potential problems with shared items that need to be addressed.
Req234
MULTIGRASP WEAPON PROBLEM (В будущем) 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 Завершено For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
Req236
ADVENTURE MODE BUILDING INTERACTIONS (В будущем) 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 Завершено
Req238
IMPROVE SMELTING Завершено
Req239
REMOVE STRANGE NOBLE REQUESTS Завершено
Req240
HAVE CONTENTS CHECKED FOR BAD TRADES Завершено
Req241
PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS Завершено
Req242
HIDE TRAPS FROM ADVENTURER Завершено
Req243
PROBLEM WITH GRAB-TEARS Завершено
Req244
PLACE CREATURES IN LARGE COMPONENTS Завершено
Req245
PROBLEM WITH FULLSCREEN FONTS Завершено
Req246
FINISH USING ENTITY ITEMS Завершено
Req247
IMPROVE END GAME Завершено
Req248
IMPROVED CAVE POPULATIONS Завершено
Req249
ADVENTURE STORE RESTOCKING (В будущем) 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. Core3
Req250
DEAL WITH HIRING RETIREES Завершено
Req251
PATH BLOCK MESSAGES Завершено On a hunt job, path block message was issued repeatedly.
Req252
USE BARRACKS BEDS (В будущем) 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 (В будущем) 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 Завершено
Req255
IMPROVE SQUAD SELECTION Завершено
Req256
BUTCHERY ISSUES (В будущем) 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 (В будущем) It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
Req258
STRANGE MOOD HELP (В будущем) 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 Завершено
Req260
DEGREES OF BARTERING (В будущем) Merchants need to tell you the extent to which your offer failed.
Req261
BARTER CONTAINER PROBLEMS (В будущем) In adventure mode, container contents mess up bartering in a number of ways.
Req262
PROBLEMS WITH WATER Завершено Water currently rots and should be value zero.
Req263
INAPPROPRIATE CONTAINERS (В будущем) 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 Завершено
Req265
RETIREMENT ISSUES (В будущем) Shouldn't be able to retire while you are talking or otherwise in the middle of something.
Req266
SITE LOOTING (В будущем) 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 Завершено
Req268
ADVENTURE MODE TWEAK Завершено
Req269
PROBLEM WITH CAVE POPULATIONS BEING IN TOWN Завершено
Req270
AUTOSAVE Завершено 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 Завершено 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 Завершено 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 (В будущем) 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 Завершено Ability to leave history generation in the middle.
Req275
KIDNAPPING ISSUES Завершено 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 Завершено
Req277
STRANDED NEMESES (В будущем) Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
Req278
COIN STACKS Завершено 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 Завершено 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 Завершено Needs to tell you why stairways are blocked when you fail to move.
Req281
RESPECT NEMESIS INVENTORIES Завершено
Req282
ERRONEOUS COMBAT MESSAGES Завершено
Req283
CHANGED SOME END GAME PARAMETERS Завершено
Req284
CONTAINER PLACEMENT (В будущем) Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
Req285
OLD BLOODY WALLS (В будущем) Need to handle bloody river walls in dwarf mode.
Req286
HUNTER SLEEP PREFS (В будущем) Make hunters sleep on the ground only while hunting.
Req287
SPECIFIC MATERIAL USE (В будущем) Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
Req288
FLOODGATE PLACEMENT ISSUES (В будущем) It's very common for people to get blocked off by floodgates while placing them.
Req289
MORE CLEANING (В будущем) 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 (В будущем) It can be confused about which object is wielded, and there are some issues about the primary hand.
Req291
NOBLE DEATH (В будущем) 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 Завершено
Req293
STORAGE OPTIMIZATION Завершено 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 Завершено Does clothesmaking skill go up when silk ropes are made?
Req295
DROWNING ISSUES Завершено Although drowning is generally harsh, there was a case of people just swimming around in the river.
Req296
INDOOR PLANT DEATH Завершено Some indoor bushes would die and disappear quickly.
Req297
INNER DEFENDERS Завершено The inside defenders need to occasionally go on forays or you can just pick them off at range.
Req298
SLIDING UNDER ENEMIES (В будущем) 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 Завершено 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 (В будущем) Snow covered leafless deciduous trees aren't white.
Req301
TRAP AVOIDANCE (В будущем) Invaders shouldn't fall for traps if they've seen them used.
Req302
ADVENTURER PROFESSIONS (В будущем) Need to be able to tame the lizards you find, wood work, make clothes, whatever.
Req303
ENTITY ENEMY LEGEND (В будущем) If you become a town's enemy, it needs a legend event for it.
Req304
STRANGE FOOD OWNERSHIP (В будущем) 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 (В будущем) 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 (В будущем) Technical problem with unit name display.
Req307
BLANK TANTRUM MESSAGE Завершено "(blank) is destroyed by Aliz, craftsdwarf."
Req308
FARM FERTILIZER DISPLAY Завершено Show fertilizer amount for farms where it has happened.
Req309
CHANNEL/AQUEDUCT INTERACTIONS Завершено Water should go from channels to aqueducts or you should be able to place floodgates on channels.
Req310
ITEM NAME ISSUE Завершено Technical problem with item name display.
Req311
MELEE TRAINING ISSUE Завершено Melee training seems to be deadly again.
Req312
DOUBLE IMPROVEMENTS (В будущем) Artifact was studded with gold and gold.
Req313
ROAD BUILDING (В будущем) 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 (В будущем) Long history names busted -- it should instead place it on two lines if possible.
Req315
REPEAT ATTACK BUTTON (В будущем) Repeat attack button, esp. for specific wrestling.
Req316
WAIT KEY Завершено Wait key in adventure mode.
Req317
CORRECT AGING (В будущем) Need creatures to age properly when reloaded, incl. retirees.
Req318
ALCHEMY PILE (В будущем) Alchemical pile filled with lye, vials and so on.
Req319
WAKE UP! Завершено Adventure mode sleep needs to clear upon being attacked.
Req320
NAMING ISSUE (В будущем) There's an issue with some unit names
Req321
ARCHERY PRACTICE GROUNDING Завершено While doing archery practice, people that were grounded don't stand up until it's over.
Req322
COIN BATCH ISSUE Завершено Potential problems with coin batches for non-currencies. Need to check.
Req323
BREAK EXPLOIT (В будущем) Can draft then undraft to end breaks.
Req324
PROACTIVE BEAST ATTACKERS (В будущем) The large beasts could afford to be slightly more aggressive.
Req325
PUNGENT BUGS (В будущем) Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
Req326
HARDER FISHING (В будущем) Fishing is a little too easy, maybe.
Req327
CORPSE PROCESSING (В будущем) Can process corpse to eat etc if you have a sharp object.
Req328
NAMING ISSUE (В будущем) Issue with some unit names.
Req329
STRANGE POPULATION ISSUES Завершено 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 (В будущем) Knock-backs without people falling on the ground should be more common in charging.
Req331
ATTACK OPPORTUNITY NUMBERS (В будущем) 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 (В будущем) 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 (В будущем) Container capacity needs to be respected on pickup as it is with the put command.
Req334
CRASHING ISSUE I Завершено 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 Завершено The creatures selected to infest caves don't respect their population frequencies.
Req336
GOOD/EVIL/SAVAGERY VERMIN CHECKS (В будущем) 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 Завершено 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 (В будущем) 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 Завершено 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 (В будущем) Creatures don't get credit for killing creatures directly with flows.
Req341
RIVER LOOPS Завершено 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 Завершено The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
Req343
CORNER DOOR DETAILING Завершено 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 (В будущем) Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
Req345
REST/SLEEP CONFLICT Завершено 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 Завершено Corpse pieces have occasionally been observed falling through the floor.
Req347
ERRONEOUS FOOD OWNERSHIP (В будущем) 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 (В будущем) 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 (В будущем) 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 Завершено During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
Req351
PET INFO CRASH Завершено There was a crash related to null pet and owner pointers inside some pet info.
Req352
TEMPERATURE FLOW SLAYERS (В будущем) Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
Req353
PROJECTILES AND FLOWS (В будущем) Some projectiles survive environmental effects unaffected.
Req354
DIAGONAL FLOW PATHS (В будущем) Diagonal-tending dragonfire has a tendency to wrap backward.
Req355
LIQUID CREATURE SUPPORT (В будущем) Some creatures like magma men need better support for extreme temperature effects to work properly for them.
Req356
GRASS-TREE BURN SPEEDS (В будущем) Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
Req357
FIRE AND TEMPERATURE (В будущем) In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
Req358
CONTAMINANT MATERIALS (В будущем) Contaminant materials need to be tracked more carefully.
Req359
CONTAMINANT TEMPERATURE EFFECTS (В будущем) Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
Req360
TEMPERATURE AND ROTTING (В будущем) 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 (В будущем) Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
Req362
CREATURE SUBTYPES AND TEMPERATURE (В будущем) The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
Req363
VERMIN AND TEMPERATURE (В будущем) Vermin are currently unaffected by temperature and flows.
Req364
VENOM... BARRELS? (В будущем) Traders bring venom in barrels instead of vials. This might be excessive.
Req365
AGGRESSIVE SAPLING GROWTH (В будущем) Saplings seem to show up all over the place, including under lava or water. Might be handled.
Req366
DISTANT OFFICERS (В будущем) It will often select the worst possible officer for a case. It should consider distance issues, for example.
Req367
LOST FOOD (В будущем) The eat job sometimes loses control over the munchy's location.
Req368
THE WELL BUCKET AND MAGMA (В будущем) The well bucket is not affected by local temperatures as it should be when it descends.
Req369
MISSING UNIFORM (В будущем) When resetting clothing for temperature conditions, it can destroy guard uniforms.
Req370
EATING IN STRANGE ROOMS (В будущем) The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
Req371
AXE USE DEACTIVATED (В будущем) Deactivating squads can do strange things to axe use preference.
Req372
TANTRUM EXHAUSTION (В будущем) Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
Req373
RAMP WALLS Завершено There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
Req374
PET CAP (В будущем) Evaluate alternatives to the 50 per type animal cap.
Req375
OTHER CAVES (В будущем) Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
Req376
ADV MODE LIGHTING PROBLEMS (В будущем) There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
Req377
AMAZING VERMIN ENTRY (В будущем) Eater vermin from map features can get into things that are impossible to get into.
Req378
LACK OF FLUID MIXING IN CONTAINERS (В будущем) It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
Req379
TRAILS AND ROADS (В будущем) There should be trails and roads all over the place in civilized areas.
Req380
AREA DIFFICULTIES (В будущем) There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
Req381
MOOD WORKSHOP (В будущем) There should be additional indicators of which workshop has been taken over by a mood dwarf.
Req382
OFFER CONFIRMATION (В будущем) A confirmation might be helpful for making offerings in the depot.
Req383
RAW FISH NAME (В будущем) Raw fish might need to be renamed for clarity
Req384
BUILDING JOB CHECKS (В будущем) Need to look into how often buildings do job checks and when they reset their counters.
Req385
HAUL JOB OVERRIDES (В будущем) Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
Req386
PERSISTENT CURSOR POSITION (В будущем) There are some mode changes in dwarf mode where the cursor position should persist.
Req387
TOTAL PROFESSION NUMBERS (В будущем) There should be a way to view the total numbers enabled for each labor list item.
Req388
ROOM QUALITY DISPLAY (В будущем) There should be an easier way to view the quality of a room.
Req389
PERSONAL ROOM TRAFFIC (В будущем) Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
Req390
JOB INFORMATION (В будущем) You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
Req391
WOUNDED BABY CARE (В будущем) Mothers don't care if their babies are wounded, even if they are being carried at the time.
Req392
HAULING ORDERS (В будущем) More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
Req393
MINING SKILL SETTINGS (В будущем) There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
Req394
VARIOUS COMPENSATION METHODS (В будущем) Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
Req395
HOLDING ARTIFACTS (В будущем) There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
Req396
OBSTACLE HANDLING FOR BUILDERS AND MINERS (В будущем) When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
Req397
ERRONEOUS CAGED UNIT DEATHS (В будущем) A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
Req398
PLATE/CHAIN LAYERING VS. ARMOR LEVEL (В будущем) Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
Req399
DIRT ROADS ON ICE (В будущем) When roads are built over ice, trampled dirt can be created spontaneously.
Req400
DYED CLOTH STOCKPILE SEPARATION (В будущем) The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
Req401
PREMATURE TRADE SCREEN EXITS (В будущем) It's easy to skip out of the trade agreement screens without knowing what happened.
Req402
SAVE TO MAIN MENU TRANSITION (В будущем) Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
Req403
DAMBLOCK OPTS (В будущем) There are some optimizations that can be made to the damage blocking calculations.
Req404
STILL BARRELS (В будущем) If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
Req405
VERMIN TRACKING (В будущем) There are some problems with the accounting of vermin populations.
Req406
PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU (В будущем) Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
Req407
RECLAIM STACKS (В будущем) On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
Req408
DOMESTICATION AND ENTITY DEFS (В будущем) The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
Req409
BAG RESERVES (В будущем) The ability to reserve bags for uses other than seed storage would be useful.
Req410
KITCHEN ISSUES (В будущем) It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
Req411
ZOOMING AROUND (В будущем) It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
Req412
DROWSINESS VS. KNOCKOUTS (В будущем) Dwarves can having drowsiness problems if they are KO'd for long periods of time.
Req413
PAIRED ITEMS ON ARMOR STANDS (В будущем) Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
Req414
EQUIPMENT STORAGE (В будущем) Need to salvage some armor stand/weapon rack storage code for use by soldiers.
Req415
SCHEDULING ISSUES (В будущем) There are some minor adventure mode town schedule issues that need addressing.
Req416
PAIRED IMPROVEMENTS (В будущем) For the most part, improvements on pregenerated paired items should be made identical.
Req417
"WATER"SKINS? (В будущем) Military dwarves should be apt to carry booze instead of water.
Req418
WEIGHT AND VALUE PROBLEMS (В будущем) There are a lot of inconsistencies with weight and value numbers in the raws.
Req419
PRICE SETTER STORAGE (В будущем) Technical issue with price setter storage.
Req420
DRINK JOB CONNECTION CHECKS (В будущем) Some drink jobs don't check connectivity correctly.
Req421
BUILDING NAMES (В будущем) Custom names for buildings. For stockpiles they can be inherited by containers.
Req422
ROCKY ROAD (В будущем) Road building can be annoying on rocky maps.
Req423
WEALTH OVERCOUNTS (В будущем) Held/worn items are counted too much toward fortress wealth.
Req424
PLANTING CANCELLATIONS (В будущем) Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
Req425
DWARVEN WAGONS Завершено Dwarves have wagons, so they should use them to trade.
Req426
WATERFALL EDGES (В будущем) Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
Req427
ELITE SOLDIER SETTINGS (В будущем) You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
Req428
TASK PRIORITIES (В будущем) It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
Req429
FARM SETTINGS LOST (В будущем) It can destroy preset crop selections for future seasons when there's a problem with the current season.
Req430
JOB POSSIBILITIES DISPLAYED (В будущем) When adding jobs to workshops, it should be more clear which jobs could actually be Завершено at that time.
Req431
EQUIPMENT CLEANING (В будущем) You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
Req432
SETUP SCREEN CHANGES (В будущем) Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
Req433
FLOATING (В будущем) Objects with proper densities should float in liquids. This should also apply to swimming creatures.
Req434
MESSAGE CONTROL (В будущем) All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
Req435
SETTINGS FOR BASIC JOBS (В будущем) There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
Req436
EQUIPMENT DISPOSAL (В будущем) There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
Req437
ASHERY SKILLS (В будущем) Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
Req438
REFERENCE UPDATE (В будущем) Some internal references should be stored differently.
Req439
FISHERY AUTOMATION (В будущем) The fishery (and other workshops) should have automation features.
Req440
TRAVELER OUTFITS (В будущем) Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
Req441
CHILDREN AND GROWTH (В будущем) Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
Req442
SHOPKEEPERS AND THEIR INVENTORY (В будущем) Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
Req443
UNIT-JOB SCREEN IMPROVEMENTS (В будущем) The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
Req444
FLEEING SOLDIER AI (В будущем) Fleeing soldiers don't cope well with not being able to reach their exit location.
Req445
INJURED HUNTERS (В будущем) Injured hunters should not attempt to hunt in general.
Req446
COOKING SELECTION ISSUE (В будущем) Cooking had an issue where it selected a barrel and the object inside of it.
Req447
PRESERVING VALUABLE STONES Завершено There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
Req448
INTERRUPTED JOB DURATIONS (В будущем) Issue with job durations versus interruptions.
Req449
BARRACKS ASSIGNMENTS (В будущем) Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
Req450
USEFUL BREAKS (В будущем) Dwarves should actively pursue non-work related activities while they are taking breaks.
Req451
LIAISON AND WORKERS (В будущем) You should be able to request specific workers and worker types from your outpost liaison.
Req452
IMPROVE LOCAL MATERIAL TABULATION (В будущем) The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
Req453
COFFIN OBJECT ISSUES (В будущем) Issues with the items in coffins versus building destruction and rotting.
Req454
FOOD SELECTION (В будущем) There are some issues with food choice relative to value and distance.
Req455
RAMPS ON BOUNDARIES (В будущем) Some ramps were omitted on block splits.
Req456
KIDNAP INFO HANDLING (В будущем) Kidnapped dwarves need to have more game info removed.
Req457
STEAM EFFECTS (В будущем) There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
Req458
ZOMBIE BODIES (В будущем) Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
Req459
CAVE-IN COLUMN WEIGHTS (В будущем) Cave-in columns need more careful weight calculations.
Req460
INITIAL RIVER DISPLAY (В будущем) It needs to initialize river flow directions before the rivers are initially displayed.
Req461
FLOWS AND DIRECTIONAL CALCULATIONS (В будущем) Certain flow calculations still only run in 4 directions.
Req462
CONTAMINANT TEMPERATURE AND MOISTURE (В будущем) Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
Req463
FORBIDDEN WARES (В будущем) The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
Req464
EXCESSIVE BAIT (В будущем) Dwarves should not use entire stacks of meat or fish to bait traps.
Req465
METAL BLOCK/BAR WEIGHTS (В будущем) Need to watch out for the weight of metal objects versus metal bars.
Req466
WRESTLING GRASPS VERSUS OTHER ACTIONS (В будущем) It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
Req467
UNDEAD HEALING (В будущем) Undead and construct-type creatures tend to heal when they shouldn't.
Req468
EXTRACT MATERIALS (В будущем) The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
Req469
HUMAN MIGRANT ISSUES (В будущем) In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
Req470
UNDEAD POPULATIONS (В будущем) Undead populations aren't tracked properly.
Req471
ASKING DIRECTIONS (В будущем) You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
Req472
MIXING LIQUID CONTAMINANTS (В будущем) Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
Req473
MATERIAL REWRITE (В будущем) There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
Req474
PATH BUFFER CLEARING (В будущем) There's a bit of an optimization that can be done to the periodic path buffer clearing.
Req475
SIEGE ENGINES AND THE Z AXIS (В будущем) Siege engines need to respect the z axis.
Req476
DEEP OBJECT PLACEMENT ISSUE (В будущем) There's an issue with object placement in one of the deep areas.
Req477
CONNECTED SITE COMPONENTS (В будущем) Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
Req478
LOCAL ARMY MOVEMENT (В будущем) There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
Req479
GOBLIN TOWER ISSUES (В будущем) There are some issues with swamps, vegetation and subterranean areas in goblin towers.
Req480
DWARVES ON FIRE (В будущем) Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
Req481
HATCH OPENING FOR DIAGONAL FLIERS (В будущем) It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
Req482
FISH CLEANING IMPROVEMENTS (В будущем) You should be able to remove relevant portions (shell/bones) of fish during cleaning.
Req483
BLOOD VISIBILITY (В будущем) Blood of all types should be visible on whatever color stone it falls on.
Req484
WIND (В будущем) Local wind patterns need to be more interesting.
Req485
GROUNDED/SWIMMING (В будущем) Need to square the commonly-used notion of being on the ground with swimming.
Req486
VISION AND SWIMMING (В будущем) Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
Req487
WATER PRESERVATION (В будущем) There are some cases where water is deleted when it might be pushed away to other tiles instead.
Req488
WARM STONE PROBLEM (В будущем) There are some rare cases where warm stone next to lava gets its temperature reset.
Req489
MIGRANT CHILDREN AGES (В будущем) The ages of migrant children are not based on the raws.
Req490
MATERIAL DEMANDS AND MANDATES (В будущем) Local materials lists for demands aren't compiled properly now.
Req491
ADVENTURE MODE TRADE SKILLS (В будущем) Some of the features from dwarf mode trade can be moved over to adventure mode.
Req492
MELTED OBJECT SIZE (В будущем) When objects change states, their sizes need to be tracked more carefully.
Req493
MISSING MIGRANT TYPES (В будущем) A few professions don't occur as migrant types.
Req494
INITIALIZING PREFERENCES ISSUE (В будущем) There's a minor issue with unit preferences and which ones it knows about at which times.
Req495
FISH SEARCH (В будущем) Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
Req496
WORLD MIGRANT LINKS (В будущем) Migrants joining towns on the world map don't get proper entity links.
Req497
RIVER STONES FOR ENTITIES (В будущем) Civilizations don't use alluvial deposits properly.
Req498
SAME-SQUARE MOVEMENT (В будущем) There are some adventure mode issues with same-square interactions.
Req499
BETTER PRESSURE Завершено Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
Req500
SITE POPULATIONS (В будущем) There are various little issues with site animal populations that need to be cleaned up.
Req501
MINOR WILDERNESS POP ISSUES (В будущем) There are some minor issues with the distributions of local wilderness populations.
Req502
FROZEN WATER CONTAMINANTS (В будущем) Contaminants for frozen liquids aren't tracked carefully enough.
Req503
FLIERS/SWIMMERS AND BUILDING TARGETING (В будущем) Creatures with unusual movement types can't target buildings properly.
Req504
RUIN PLACEMENT (В будущем) Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
Req505
CAVE-IN DUST (В будущем) Dust flows from cave-ins need to be generated more carefully.
Req506
IMPROVED CAVE-IN MECHANICS (В будущем) The cave-in framework isn't being used for much. There should be more requirements for supports again.
Req507
SOIL CAVE-INS (В будущем) Certain rock/ground types shouldn't support anything by themselves.
Req508
WALKING ON BUILDINGS (В будущем) It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.
Req509
CASTRATING ANIMALS (В будущем) Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
Req510
FIRES IN CONTAINERS (В будущем) Fires should not be able to burn in sealed containers.
Req511
ARMORED AGAINST JUSTICE (В будущем) People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.
Req512
PERSONAL HYGIENE (В будущем) Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.
Req513
FOOD PLURALS (В будущем) Food items need plurals (for the description screen for example).
Req514
MAP GENERATION BIAS (В будущем) The mid-level square maps never use the bottom right corner if all biome priorities are the same.
Req515
CONSTRUCTION BUILDING PLACEMENT (В будущем) You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.
Req516
ELVES TRADING ANIMALS (В будущем) Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
Req517
KIDNAP THOUGHT (В будущем) Children should have some kind of thought about being kidnapped.
Req518
OFFICE WORK (В будущем) Proper office work should require a table by the chair.
Req519
BEAST INTERRUPTIONS (В будущем) Beasts should not constantly interrupt workers that aren't actual under threat.
Req520
EASY-TO-SKIP MEETING SCREENS (В будущем) It's too easy to skip passed important meeting screens by pressing space.
Req521
WATERY RAMPS (В будущем) Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
Req522
FLYING UP (В будущем) In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
Req523
STREAM WATER FEET (В будущем) Stance points need to get water covers when walking over wet streams.
Req524
SALT WATER PONDS (В будущем) You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
Req525
MORE RIVERS (В будущем) Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.
Req526
WOOD RAW TOKENS (В будущем) Wood raws are missing a lot of customizable properties that other materials have.
Req527
PROMPT MEETINGS (В будущем) People that have meetings should take care of them promptly. The broker should get to the trade depot when called.
Req528
SOME NEW STOCKPILE SETTINGS (В будущем) People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
Req529
CONSTRUCTION WEAR (В будущем) Constructions don't wear down in the same way that regular smoothed walls do.
Req530
ORE/ALLOY AMOUNT PROBLEMS (В будущем) Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.
Req531
IMPROVED WORLD MAP DURING EMBARK (В будущем) The tiles on the world map should be more representative of what's actually there.
Req532
EDGE PROJECTILES (В будущем) Ammunition fired at the edge of the play area shouldn't bounce against it.
Req533
BUILDING CONSTRUCTION INCONSISTENCIES (В будущем) There are some issues about diagonal access and so on with building constructions.
Req534
MINING SIDES (В будущем) Dwarves sometimes go on a long detour to mine a wall from a particular side.
Req535
WATER CONTAMINANT CONTROLS (В будущем) Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.
Req536
MAP BOULDER (В будущем) Should be able to pull up a stone object from boulder tiles.
Req537
MASTER RECORD KEEPER (В будущем) Record keepers gain skill too quickly.
Req538
MORE VEGETATION CONTROL (В будущем) Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
Req539
UNDIGNIFIED DIGGING (В будущем) Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.
Req540
FULL REACTION CLASSES (В будущем) Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
Req541
WATERPROOF AXLES (В будущем) Somebody wanted to stick an axle through a wall without it leaking everywhere.
Req542
NOBLE QUEUE ISSUES (В будущем) The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
Req543
MEETING/CONVERSATION/GAME/PARTY LINKS (В будущем) Many social activities in the game should be further organized and consolidated.
Req544
WORK ANIMAL ASSIGNMENT (В будущем) There are various issues with work animal assignment. It needs to be updated.
Req545
LAZY COMMANDERS (В будущем) In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
Req546
MORE FARM FAILURE INFORMATION (В будущем) Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.
Req547
AUTOSAVE NAME CONFUSION (В будущем) Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
Req548
IN-GAME INIT OPTION ACCESS (В будущем) You should be able to change any reasonable init option within the game (flows as numbers, etc.).
Req549
PERSONALITY VS. PROFESSION (В будущем) Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.
Req550
CEILING INFORMATION (В будущем) You should be given at least some information about the ceiling above a tile in certain circumstances.
Req551
LOADED AREA IN OCEAN (В будущем) It keeps track of too many Z levels when you swim deep out into the ocean.
Req552
STUCK AND CAN'T DIG (В будущем) Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
Req553
FLOWS VERSUS TREES (В будущем) Water and magma should be able to flow passed (and burn for magma) trees.
Req554
WALLS VERSUS MAGMA (В будущем) Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
Req555
MORE EFFECTIVE TRADE AGREEMENTS (В будущем) Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
Req556
SAVING SOUND OPTIONS (В будущем) You should be able to save sound options back to the init file from the sound options menu.
Req557
FROZEN RIVER SOURCES (В будущем) River source squares that are just going to stack water on ice squares shouldn't make water.
Req558
MORE INFORMATION ABOUT ITEMS IN USE (В будущем) Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
Req559
POST-EMBARK LOAD INDICATOR (В будущем) After getting through the final embark screen, it can leave you hanging for quite a while.
Req560
WORKSHOP PROFILE CHANGE (В будущем) When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
Req561
LOCAL WILDERNESS POPULATION REPLENISHMENT (В будущем) Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
Req562
ROOMS FOR APPOINTEES (В будущем) Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
Req563
CONSORT POSITION (В будущем) Need to handle the position of consorts in the case that their spouses die.
Req564
MORE CUSTOMIZATION FOR UNITS (В будущем) You can set their type names, but being able to set colors or custom tiles should also be possible.
Req565
CAGE CLEANING (В будущем) You need to be able to free cages of all the various filth that collects there.
Req566
SKY AND ICE (В будущем) Need to make ice and sky look different, since there are conflicts at night.
Req567
SMOOTHING AND ENGRAVING SKILLS (В будущем) They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
Req568
LIMB BLOOD DROPPING (В будущем) Bloody limbs that fly up in the air don't drop blood.
Req569
BETTER TERRAIN ESCAPE (В будущем) There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
Req570
VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT (В будущем) It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
Req571
STANDING IS GOOD Завершено If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
Req572
PLEASE FORM A LINE (В будущем) Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
Req573
BOOZE THE WOUNDED (В будущем) Wounded dwarves should be brought booze in the absence of or even instead of water.
Req574
BUILDING MECHANISM LOSS (В будущем) Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
Req575
UNDERWATER PROJECTILES (В будущем) Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
Req576
WANDERING FEATURE POPULATIONS (В будущем) Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
Req577
AMMO PRICES (В будущем) All prices have problems, but improved ammo is especially ridiculous.
Req578
SAME SQUARE DRINKING (В будущем) If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
Req579
CAGE TRAP CONTROLS (В будущем) Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
Req580
FLUID TEMPERATURE TRANSFER (В будущем) It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
Req581
CONTAMINANTS WITH CONTAMINANTS (В будущем) It needs to track whether you are covered with salt/filthy water for example.
Req582
UPWARD DIAGONAL MOVEMENT RATES (В будущем) It only applies a speed modifier to horizontal diagonal movement.
Req583
REWALLING IN WATER (В будущем) You should be able to drop some simple constructions down into the water, as long as it's reasonable.
Req584
MORE CONTROL OVER ROOMS (В будущем) You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
Req585
SNOWY WORLD GEN MAP (В будущем) The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
Req586
FORMER ENTITY MEMBER STATUS (В будущем) Former entity members need to have that status tracked more explicitly.
Req587
SUCCESSION (В будущем) New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
Req588
ADVENTURE MODE TOWN BED USE (В будущем) Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
Req589
CONSORT HANDLING (В будущем) There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.

Bloats

Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.

Bloat-item Name Status Description Requirements
Bloat1
ITEM GLOSSES Завершено
Bloat2
MORE ITEM IMPROVEMENTS (В будущем) Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
Bloat3
PLAY (В будущем) Kids should want toys and play with them, adults can use puzzle boxes.
Bloat4
HIDDEN FUN STUFF Завершено
Bloat5
BURROWS Завершено (Upgraded) Moved this to a core item.
Bloat6
BAR COUNTING (В будущем) Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
Bloat7
RENTAL UNITS (В будущем) Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
Bloat8
RENT SETTING (В будущем) Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
Bloat9
NOBLE RENT TWEAKS (В будущем) Nobles tweaking the rent of places they like so as to obtain them.
Bloat10
WHEELBARROWS (В будущем) Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
Bloat11
FOOD HOARDERS BEWARE (В будущем) Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
Bloat12
VERMIN TROUBLE (В будущем) More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
Bloat13
HUNTING THE SMALL (В будущем) Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
Bloat14
HUNTER AI (В будущем) Be smarter about returning kills when interrupted.
Bloat15
FILTHY COMBAT EXTENSIONS (В будущем) Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
Bloat16
ADVENTURING IN DWARF MODE Завершено (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
Bloat17
UNDERWATER DUNGEONS (В будущем) There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
Bloat18
VERMIN AND DISEASE (В будущем) Link vermin to plagues.
Bloat19
FLUID WORKSHOPS (В будущем) More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
Bloat20
TRAP CONVERSION ISSUES (В будущем) It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
Bloat21
VARIOUS GHOST IDEAS (В будущем) Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
Bloat22
ART HISTORY (В будущем) Comments on art work, over different periods in the artist's career.
Bloat23
END GAME EXPANSION (В будущем) Extend adventure opportunities in end game caverns.
Bloat24
ADVENTURE MODE TWEAK Завершено
Bloat25
ELVEN FOREST RETREAT (В будущем) Control elf forest retreat. They could be on break all the time.
Bloat26
SIDE STORIES (В будущем) Little scenarios and side stories added to caves to make them more interesting.
Bloat27
ABSTRACT KNOWLEDGE SYSTEM (В будущем) Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
Bloat28
GATES (В будущем) Sizeable giant gates that can be opened and closed remotely.
Bloat29
MECHANISMS OUTDOORS (В будущем) Allow some of the traps to be placed outside.
Bloat30
AUTOMATE KITCHEN (В будущем) It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
Bloat31
ABUSING DIPLOMATS AND MERCHANTS (В будущем) Various ways to assassinate diplomats and cause trouble.
Bloat32
WORKSHOP ASSIGNMENT (В будущем) Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
Bloat33
EYE GLASSES (В будущем) Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
Bloat34
MIRRORS (В будущем) Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
Bloat35
PROSTHETIC LIMBS (В будущем) Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
Bloat36
DICE AND PLAYING CARDS (В будущем)
Bloat37
COSTUMES (В будущем)
Bloat38
MASKS (В будущем)
Bloat39
CLOCKS (В будущем)
Bloat40
BETTER BEDS (В будущем) Can extend the list of available materials, add blankets, pillows, etc.
Bloat41
MECHANICAL TOYS (В будущем) Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
Bloat42
AUTOMATONS (В будущем) Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
Bloat43
THINGS TO SMOKE (В будущем) Things to smoke, pipes, smoke circle events and so on.
Bloat44
RESCUE OPERATIONS (В будущем) Rescuing kidnap victims using baron-level patrols or adventurers.
Bloat45
FLASKS (В будущем) Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
Bloat46
PROPER PREGNANCY (В будущем) Currently creatures become pregnant from a distance, although it does do a gender check at least.
Bloat47
POND FISHING (В будущем) Cats should fish things out of your ponds.
Bloat48
PERSONALITIES Завершено Dwarves should be further individualized with the potential to affect most aspects of the game.
Bloat49
ARTIFACT GROUPS (В будущем) Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
Bloat50
RESTRICT ANIMAL TRAINING (В будущем) Decrease the effective age range for training animals.
Bloat51
FAMILY TREE INTERFACE (В будущем) Ability to view family trees. Show marriages, pets, parents of pets, etc.
Bloat52
INTERFACE MOVEMENT (В будущем) More ways in the interface to get between different unit/building/item views.
Bloat53
MANDATE TEXT (В будущем) Add some flavor text to noble mandates, including punishment descriptions.
Bloat54
BUILDING JOB PRIORITIES (В будущем) Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
Bloat55
SULLIES Завершено Blood contaminants on units and items from fights and walking through pools, etc.
Bloat56
EXTEND FELL MOOD (В будущем) Extend fell mood to encompass other victims.
Bloat57
LAVA FURNACES Завершено
Bloat58
MORE LIVESTOCK (В будущем) Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
Bloat59
MORE HAULING (В будущем) Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
Bloat60
KITCHEN STORAGE (В будущем) Allow kitchen to store some barrels, although not sure about this.
Bloat61
HIDDEN MACABRE FUN STUFF (В будущем)
Bloat62
WORKSHOP GUILD ASSOCIATIONS (В будущем) Extend guild associations to buildings. This can be used to control mandate punishments and other things.
Bloat63
COAL BYPRODUCTS (В будущем) Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
Bloat64
PROPER GEM ENVIRONMENTS Завершено Link gem types with proper substrates as much as possible.
Bloat65
ROCK APPEARANCE Завершено Make sandstone look better, can extend rock types in general.
Bloat66
NO RECORD Завершено
Bloat67
PET AGE INTERFACE (В будущем) Mention pet age in their names or have profiles for them.
Bloat68
SCARY EVIL ARMIES (В будущем) Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
Bloat69
MORE END GAME (В будущем) Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
Bloat70
ROOM ASSIGNMENT INTERFACE (В будущем) Ability to assign rooms from the unit screen.
Bloat71
MORE UNIT TYPES Завершено Add some more distinctions to dwarf unit types.
Bloat72
ELVEN DIPLOMACY (В будущем) Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
Bloat73
MORE DIPLOMACY (В будущем) Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
Bloat74
NO RECORD Завершено
Bloat75
MINOR PUNISHMENT (В будущем) Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
Bloat76
MONSTER FIGHTING SKILLS (В будущем) Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
Bloat77
CLAY, MUD, ADOBE STUFF (В будущем) Can use the kiln, have glazes, etc. Bricks.
Bloat78
WAGE AND JOB MANDATES (В будущем) Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
Bloat79
BONUSES FOR GOOD JOB (В будущем) Bonus on top of regular wages for doing a good job. This is partially implemented.
Bloat80
POND WATER USE Завершено Drink out of ponds if no wells or rivers accessible.
Bloat81
VISIBLE SWIMMERS Завершено Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
Bloat82
EXTEND RANSACKING (В будущем) Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
Bloat83
PORTERS (В будущем) Nobles can have other people store their possessions, possibly for a wage.
Bloat84
LEFT/RIGHT SPLIT Завершено Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
Bloat85
MORE FOOD PREFS (В будущем) Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen. Req129
Bloat86
UNIT DISTINCTIONS (В будущем) Distinguish thieves a bit based on quality as they gain skill.
Bloat87
PET ADMIRATION ISSUE (В будущем) Issue/optimization with being satisfied at seeing animals you like.
Bloat88
MORE SLEEP DISTURBANCES (В будущем) Make nearby violent deaths disturb sleepers heavily, or even wake them up.
Bloat89
EXTREME MOOD MODIFICATION (В будущем) Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
Bloat90
MUTINY (В будущем) Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
Bloat91
HOUSE OF ANIMALS (В будущем) Advocacy from the house of animals noble.
Bloat92
BETTER PARTIES (В будущем) Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
Bloat93
AMOROUS RELATIONSHIPS (В будущем) Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
Bloat94
INSTRUMENT USE (В будущем) Instrument use at parties.
Bloat95
GRUDGES (В будущем) Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
Bloat96
WAGE ADJUSTMENT (В будущем) Bonuses for dangerous taming jobs.
Bloat97
ETCHING (В будущем) Etching on items. Could lead to magical runes type stuff.
Bloat98
HIDDEN FUN STUFF Завершено
Bloat99
SELF-SERVICE HEALTHCARE (В будущем) Take charge of your own health if nobody comes to help after a while.
Bloat100
TECHNICAL SITE EXTENSIONS Завершено Some issues with extending dwarf mode to other sites.
Bloat101
CAGE OPTIMIZATION (В будущем) Optimize the caging routines.
Bloat102
AMMO FETCHING (В будущем) Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
Bloat103
THIEF AI (В будущем) Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
Bloat104
CHITIN PROCESSING (В будущем) Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
Bloat105
OSTRACISM AND SOCIAL STIGMA (В будущем) Alienation of badly misbehaving dwarves.
Bloat106
JUSTICE INTERFACE (В будущем) Give more information on the justice screen.
Bloat107
THIEF INFORMATION (В будущем) Give more information about how much thieves have stolen.
Bloat108
IMPROVE HISTORY SCREEN (В будущем)
Bloat109
DRINK IMPROVEMENTS (В будущем) More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
Bloat110
CAVE-IN INJURIES (В будущем) Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
Bloat111
KNOWLEDGE OF TREES (В будущем) Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.
Bloat112
IMPROVE CALENDAR (В будущем) Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.
Bloat113
THEFT IMPROVEMENTS (В будущем) Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.
Bloat114
THEFT IMPROVEMENTS (В будущем) Make the highest power thieves more daring and interesting.
Bloat115
MISSING HIST FIGS (В будущем) Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
Bloat116
ART IMAGERY (В будущем) More varied art imagery, such as buildings and siege engines.
Bloat117
SIEGE ENGINES (В будущем) Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific.
Bloat118
INTERFACE MOVEMENT (В будущем) Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
Bloat119
CONTAINER CONTENTS PAGING Завершено Clean up scroll overflows on the item screen.
Bloat120
JOB STATS OPTIMIZATION (В будущем) Technical tweak of job completion number storage.
Bloat121
CHAR MAP CUSTOMIZATION Завершено (Upgraded) Ability to customize the character maps has been superceded by tiles.
Bloat122
OWNABLE LIQUIDS (В будущем) Certain liquids should be ownable.
Bloat123
SIBLING MIGRANT ISSUE (В будущем) Sibling migrants don't track relationships properly.
Bloat124
SMALL MIGRANTS (В будущем) Allow migrants to bring babies and the small pocket pets.
Bloat125
VERMIN OFFERING RESOLUTION (В будущем) Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.
Bloat126
HIDDEN FUN STUFF Завершено
Bloat127
HEALING CODE TWEAK (В будущем) There's a small issue with healing that might slow the mending of breaks slightly.
Bloat128
DREAMS (В будущем) Use the current dream code to make it track random dreams, could do premonitions with this.
Bloat129
INVENTORY SHUFFLING (В будущем) Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
Bloat130
OPTIMIZATION FOR INVASIONS (В будущем) Speed optimization for invasion code.
Bloat131
INVASION HISTORIES (В будущем) Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
Bloat132
HIDDEN FUN STUFF (В будущем)
Bloat133
PHILOSOPHER ADVOCACY (В будущем) Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
Bloat134
WIZARD STUFF (В будущем) This bloat was just to remind me about books and all kinds of magic stuff arc.
Bloat135
WRESTLING (В будущем) Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
Bloat136
WRESTLING (В будущем) Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.
Bloat137
WRESTLING (В будущем) Technical issue with stuck-ins and freedom of movement.
Bloat138
WRESTLING (В будущем) Handle grab-tear shaking and further poison injection.
Bloat139
WRESTLING (В будущем) Incidental item/item, item/bp tangle-ups.
Bloat140
SPECIFIC WRESTLING INTERFACE Завершено
Bloat141
WRESTLING MOVES AND MORE INTERFACE (В будущем) Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.
Bloat142
AND MORE WRESTLING (В будущем) Reversing wrestling holds.
Bloat143
PUNISHMENT (В будущем) Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
Bloat144
DISEASE AND INFECTION (В будущем) Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
Bloat145
RUST (В будущем) Rust and verdigris and so on.
Bloat146
HUMAN TOWN MODE (В будущем) Control human town. See future dev.
Bloat147
WIZARD MODE (В будущем) Control wizard from tower, etc. See future dev.
Bloat148
EARLY GAME (В будущем) Start games in Age of Myth. See future dev.
Bloat149
LATE GAME (В будущем) Run games passed the Golden Age into more mundane times. See future dev.
Bloat150
WORLD CUSTOMIZATION (В будущем) Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
Bloat151
HIDDEN FUN STUFF (В будущем)
Bloat152
FIGURINE SHAPES (В будущем) Shapes for figurines.
Bloat153
MORE UNIT SCREENS (В будущем) Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.
Bloat154
ACTIVATE SOLDIERS FROM MAIN SCREEN Завершено
Bloat155
MERCHANT FOOD PRICES (В будущем) Expand merchant price tweaks to cover foods.
Bloat156
SIEGE ENGINE IMPROVEMENT Завершено
Bloat157
EXCISE SOME OLD PLOT STUFF Завершено
Bloat158
COIN IMAGES Завершено
Bloat159
CHANGE SNEAK SKILL (В будущем) Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
Bloat160
KILL VERMIN (В будущем) Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.
Bloat161
MORE PLAYER ABUSE (В будущем) Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.
Bloat162
POWDER THROWS (В будущем) Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
Bloat163
COLLECTOR QUESTS (В будущем) Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.
Bloat164
ITEM PLACEMENT (В будущем) Items should be placed in dwarf mode ponds sometimes after game.
Bloat165
WALL HANGINGS AND RUGS (В будущем) Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items. Core43
Bloat166
BATHS (В будущем) Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
Bloat167
ANIMAL PREFS AND DEATH (В будущем) Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
Bloat168
PET EATERS (В будущем) Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
Bloat169
INSIDE WILDLIFE Завершено Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.
Bloat170
ROOM CLEANING (В будущем) Cleaning rooms more responsibly, perhaps before sleeping.
Bloat171
ADVENTURER AND TOYS (В будущем) You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).
Bloat172
DEEP SITES (В будущем) There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.
Bloat173
FINDING BUYERS (В будущем) Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
Bloat174
NOBLE RANK SYSTEM Завершено Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.
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CARE PACKAGES (В будущем) Being able to send comforting trinkets and provisions to your armies.
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PHYSICAL FEATURES (В будущем) Various superfluous physical features for dwarves and others.
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PRISON REFORM (В будущем) If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.
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MINING TWEAK Завершено
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HIDDEN FUN STUFF (В будущем)
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HIDDEN FUN STUFF (В будущем)
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ABANDONMENT ISSUE (В будущем)
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CAVE CLAIMING (В будущем) Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.
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CHILD NAMING (В будущем) Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.
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NO RECORD Завершено
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LIBRARIES (В будущем) Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
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HIDDEN FUN STUFF (В будущем)
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WRITING AND GRAPHICS (В будущем) If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.
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KEYS (В будущем) Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc. Core42
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INTERNAL AREAS (В будущем) Internal mushroom jungles and lost whatevers and so on.
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UNDERGROUND LAKES Завершено Large underground lakes, can build platforms on them, and the platforms can support further buildings.
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SNAKES AND WORMS (В будущем) There are some complications from these creatures since they should always be on the ground and need to start that way.
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LYING AND BEING PUNISHED (В будущем) You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.
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DEMOGRAPHICS ISSUES 1 (В будущем) If a town runs out of women, they could seek more.
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DEMOGRAPHICS ISSUES 2 (В будущем) If there are too many men in town, they could start more wars.
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ADVENTURER MOUNTS (В будущем) Should be able to acquire mounts and beasts of burden.
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VILLAGE STORIES (В будущем) Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.
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MINIMAP ISSUES (В будущем) Center X on minimap and make sure it flickers properly.
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SITE SPRAWL (В будущем) The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.
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MINING/CUTTING ANNOUNCEMENTS (В будущем) It could announce when current reachable wood-cutting and mining jobs are done.
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PERSISTENT CONVERSATIONS (В будущем) Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.
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CONVERSATION UTTERANCE BUILDERS (В будущем) When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.
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CONVERSATION PLEASANTRIES (В будущем) Have random pleasantries with random responses.
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SPECIFIC QUERIES (В будущем) Can ask about any entity, site, creature etc that is known to you.
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STORE QUERIES (В будущем) Can ask about stores, people can direct you, even to another town.
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UNIT KNOWLEDGE (В будущем) Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
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DWARF/ELF COMMUNITIES (В будущем) Add meaningful things to the dwarf/elf communities.
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SLOW ESCALATION TO VIOLENCE (В будущем) Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
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VEGETATION ISSUES (В будущем) More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
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REGION FACTS (В будущем) Regions can have legend facts, like what dwells there. Only show discovered populations.
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STORE NAMES (В будущем) The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
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RELATIONSHIP OPTIMIZATION Завершено There's a technical optimization tagged in the code for how they store relationships.
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BOTTLING (В будущем) Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
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HIDDEN FUN STUFF (В будущем)
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SPRINTING (В будущем) Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
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COIN ISSUE Завершено Technical issue with coin batches.
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FINALIZE ART IMAGES Завершено Art images should describe historical events, etc., rather than just being an image.
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SAVING MAP SEEDS Завершено Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
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VEIN MINING OPTION (В будущем) Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
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HISTORY GROUPING (В будущем) When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
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AGING ITEMS (В будущем) Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
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ART IMAGE COMPLEXITY AND IMPROVEMENT (В будущем) Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
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FRIENDLY FIRE (В будущем) If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
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WILDERNESS CAUTION (В будущем) Abort random encounters against large groups of adventurers if there's no chance of attacker victory
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STATUE IMPROVEMENTS (В будущем) Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
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UNPREPARED FISH ROTTING (В будущем) Unprepared fish should rot slowly in the foodpile, like unrendered fat.
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WEB CHECK (В будущем) Technical issue with webs.
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LEAPING AND PITS (В будущем) Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
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ADVENTURE MODE DREAMS WHILE SLEEPING (В будущем) Dreams in adventure mode, occasionally you can get history, other information and quests this way
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QUICKLIME (В будущем) Bake limestone in a kiln for it, and implement some uses
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DWARVEN HUNGER Завершено Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
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HIDDEN FUN STUFF (В будущем)
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SWEAT (В будущем) Linked to exertion, can have a number of effects.
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ARENAS (В будущем) Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
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APPROPRIATE ANIMALS FOR CIVS (В будущем) Dwarves shouldn't use full-sized horses to pull their wagons, for example.
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HALF-BLOCKED SKY (В будущем) "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
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MARTIAL LAW (В будущем) Nobles could declare martial law if things get out of hand, which could have various effects.
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EVIL ALCHEMY (В будущем) Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
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REGIONAL EVIL EXPLANATIONS (В будущем) Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
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REGION HISTORIES (В будущем) There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
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Z VEINS Завершено Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
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CREATURE ANTICS (В будущем) Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
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REGIONAL POPULATIONS INFLUENCE CIV ITEMS (В будущем) The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
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CLOTHING VARIATIONS (В будущем) Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
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VOCALIZATIONS (В будущем) Battle yells, random grunts, etc.
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IMPROVEMENT OF ENGRAVINGS (В будущем) This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
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ORGAN RETENTION (В будущем) Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
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HERBIVORES AND LIVESTOCK AND SO ON (В будущем) Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
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TRANSLATION CLEARANCE Завершено Go through and check languages for tone.
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PROPER BLOOD SUCKING (В будущем) Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
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AUTOMATIC MANDATE HANDLING (В будущем) Could add an option to make noble mandates go directly into the work order queue.
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USEFUL TREASURER (В будущем) The treasurer could walk around and combine coin stacks.
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ENVIRONMENTAL LEARNING (В будущем) Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
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ADVANCED WORK ORDERS (В будущем) Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
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GRAB-TEARS II (В будущем) If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
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INCIDENTAL HANGINGS (В будущем) If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
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VEGETATION MELTING/BOILING (В будущем) Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
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TANNING (В будущем) Tanning should probably be made more interesting.
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WATERPROOFING (В будущем) Waterproofing of leather might become an issue
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TAWING (В будущем) An interesting alternative to tanning.
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CUSTOM ENGRAVINGS (В будущем) People have expressed an interest in engraving custom text and symbols.
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LEGEND ERASURE (В будущем) It should be possible to rehide history events so that a new player can rediscover the legends of a world.
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MORE THOUGHT INFORMATION (В будущем) Certain thoughts need to store additional information.
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MASTERPIECE TRADE (В будущем) Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
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DYES AND MORDANTS (В будущем) There are all sorts of things that can be done with dyes and mordants.
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WOODEN FURNITURE DISASSEMBLY (В будущем) Ability to take apart wooden furniture.
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TALKING ABOUT THE WEATHER (В будущем) Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.
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EXTENDED BARTERING (В будущем) Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.
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SCREENSHOTS (В будущем) Ability to have the game output a screenshot easily.
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ALCHEMY (В будущем) Various uses and reactions of chemicals, acids etc.
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COMBAT LOGS AND EVENTS (В будущем) Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
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DRAGGING PEOPLE AROUND (В будущем) Ability to drag somebody around instead of releasing a wrestling hold when you move.
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WATER POISONING (В будущем) Malicious creatures might attempt to poison or otherwise taint your water supply.
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ONE-STEP OPTIONS (В будущем) Ability to set the amount of time advanced by the one-step key.
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CUSTOM COLORS (В будущем) Customizable unit and custom profession colors.
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REVENGE AND INJURIES (В будущем) More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
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HIDDEN FUN STUFF (В будущем)
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SOUND EVENTS (В будущем) Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.
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TRAPS THAT PROPEL THINGS (В будущем) Weapon traps cannot propel units, but giant hammer traps should propel units.
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IMPROVED LEVERS (В будущем) Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
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ONE-WAY/SECRET DOORS (В будущем) These would be nice but raise path-finding optimization issues.
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IMPROVE ANIMAL MANAGEMENT (В будущем) There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.
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MORE MINERAL PROPERTIES (В будущем) The various minerals should have additional properties. These might influence dig speed and so on.
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DEBUG OPTIONS (В будущем) Various ways to fiddle with internal settings.
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RIVER ROCKS (В будущем) The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.
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CREATURE RANGES (В будущем) A given creature should often have a more coherent range over the entire world, rather than going region by region.
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RAIN POOLING (В будущем) Rain should have a chance to collect in certain areas.
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THIN ICE (В будущем) Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
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DUST STORMS (В будущем) There should be giant dust storms, the Spain-sized ones you can see from a satellite.
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HUMANS USE HORSES Завершено Humans should ride horses into battle if they are available.
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LAKE/SWAMP IMPROVEMENTS I (В будущем) Water lilies rooted to the soil below, duckweed floating in the water
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LAKE/SWAMP IMPROVEMENTS II (В будущем) Mosquitoes and leeches.
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DEEP AND PERSISTENT SNOW (В будущем) Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.
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LOCAL ROADS (В будущем) Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.
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CLEANING ADJACENT INACCESSIBLE SQUARES (В будущем) There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
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WEAPON TRAP EFFECTS (В будущем) Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.
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FINGERLESS GLOVES (В будущем) There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
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CONTINUOUS ITEM AMOUNTS (В будущем) Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
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IMPERFECT CONSTRUCTIONS (В будущем) You should be able to intentionally build submasterpiece buildings and items.
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FLATWORLD (В будущем) For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.
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ARCHERY TRAINING MATERIALS (В будущем) Standing orders for archery training regarding which material to use.
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BUILDING SQUARE BLOCKAGES (В будущем) Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
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CREATURE ART ELEMENTS (В будущем) Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.
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NOISE POLLUTION INDICATOR (В будущем) It might be helpful to have more of an idea where sleep-disturbing noise is coming from
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UNDERGROUND TREE CAPS (В будущем) Evaluate elf tree caps with respect to underground tree farms.
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GUILDS (В будущем) Bring guild back more robustly as local and civ-wide organizations.
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HIDDEN FUN STUFF (В будущем)
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DESCRIPTIVE INFO (В будущем) Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
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QUALITY/DAMAGE CUSTOM STOCKPILES (В будущем) Allow stockpiles to specify quality/damage state.
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SENSIBLE MIGRANT PROVISIONS (В будущем) Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
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STRICT STONE BUILDING MATERIAL REQUIREMENTS (В будущем) Some buildings require rock blocks where metal ones would do.
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UNIT INVENTORY DISPLAY (В будущем) Ability to see inventory somewhere on the unit profile screen.
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MIGRANT CONTROL (В будущем) Ability to refuse migrant groups with repercussions.
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STOCKPILE CONSOLIDATION (В будущем) Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
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DESIGNATION SIZE INFO (В будущем) When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
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DESIGNATION SHAPES (В будущем) Option to designate with circles and custom templates.
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PIPE SECTIONS (В будущем) Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
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PERSISTENT WILDS (В будущем) Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.
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VARIOUS GRASSES (В будущем) Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
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IMPROVED BLOOD TRACKING (В будущем) It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
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WORLD-SPANNING FEATURES (В будущем) Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
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FOOTPRINTS (В будущем) Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.
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MISCELLANEOUS MATERIAL ACQUISITION (В будущем) Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
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WIDER USE OF COLOR DEFINITIONS (В будущем) Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
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FOSSILS (В будущем) Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
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ADDITIONAL LIQUID TYPES (В будущем) Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.
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SKY AND TOPO DISPLAY (В будущем) Add various optional methods for visualizing the 3D stuffs.
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VARIOUS RIDING POSITIONS (В будущем) When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.
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IMPROVED SEASHORES (В будущем) Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.
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HIDDEN FUN STUFF (В будущем)
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CLEANSING EVIL AREAS (В будущем) The cleansing of evil areas needs to be put back in after tracking is improved.
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PRESSURE EQUILIBRIUM (В будущем) Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
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PATTERN FLYING CRITTERS (В будущем) Put the pattern flying cave feature critters back in.
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ARMOR CONTAMINATION FROM BLEEDING (В будущем) Requires location specific bleeding information, tied to scarring and infection.
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IMPROVE LIQUID SINK DIRECTION (В будущем) River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
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IMPROVED FARMING (В будущем) Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.
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ITEM PLACEMENT VERSUS SMALL AREAS (В будущем) Check some issues with the placement of objects versus small isolated areas.
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PEAT (В будущем) Make peat more than just another soil type.
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MORE OUTDOOR MAP FEATURES (В будущем) Various additional outside and inside features, like mesas, canyons, hill tops and so on.
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RIVER OVERFLOWS (В будущем) River overflows and the return of the associated farming techniques.
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BOULDER REMOVAL (В будущем) The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
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STUCK-IN CONTAMINANTS (В будущем) Issues with contaminants on item that becomes stuck inside another creature.
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MIGRANT HISTORICAL EVENTS (В будущем) Some issues with migrants and associated historical events.
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CLIMBING (В будущем) Ability to climb terrain that would be otherwise impassable.
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RELIGIONS AND CULTS (В будущем) Return of things like the death and weapon nobles via potentially world-wide religions and cults.
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WEB MOVEMENT (В будущем) Creatures that spin large webs should be able to move along the web, even in open space.
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SUPER NIGHT SKY (В будущем) Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.
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HEREDITY (В будущем) Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
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LINGUISTICS (В будущем) Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
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UNIT NAMES (В будущем) Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.
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MORE MECHANISMS (В будущем) Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
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UNAWARE OF PROFESSIONS (В будущем) Your adventurer should not know somebody is a "guard" for example without knowing a bit about the civilization or at least doing some observation.
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RIVER/LAKE IMPROVEMENTS (В будущем) There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
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BARRACKS FUNCTION SPLIT (В будущем) The barracks has various functions, and you should be able to say what goes on in a given barracks.
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SAVE KITCHEN SETTINGS (В будущем) You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
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TAKING NOTES Завершено It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
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IMPROVED FISHING (В будущем) Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.
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HOLDING BREATH (В будущем) Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.
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MACROS (В будущем) You should be able to make keyboard macros to perform complicated repetitive actions.
Bloat359
UNCONVENTIONAL AMMUNITION (В будущем) You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
Bloat360
OTHER WATER SOURCES (В будущем) There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
Bloat361
EMBARK PROFESSION UPDATE (В будущем) As you change skills on the embark screen, it should show the dwarf's resulting profession.
Bloat362
VERMIN BODIES (В будущем) Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.
Bloat363
FURNITURE FLUX (В будущем) You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.
Bloat364
SITE RECTANGLE INFORMATION (В будущем) Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.
Bloat365
GLACIER/OCEAN INTERFACE (В будущем) The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
Bloat366
SMOOTHER ELEVATION CHANGES (В будущем) The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
Bloat367
WATER ON BUILDINGS DISPLAY (В будущем) Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.
Bloat368
GENDER-BASED PICTURES (В будущем) You should be able to further specify which graphical tiles are used if you like.
Bloat369
LEGENDARY SWIM SPEED (В будущем) It could afford to make finer gradations for swim skill passed legendary.
Bloat370
ITEMS AND GRATES/BARS (В будущем) Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).
Bloat371
SUBORDINATE SITE POPULATIONS (В будущем) A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
Bloat372
MORE WITH TRAPS (В будущем) Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.
Bloat373
IMPROVED DRUNKS (В будущем) Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.
Bloat374
CONVERSATION SKILLS IN ADVENTURE MODE (В будущем) With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.
Bloat375
PRIVACY AND ADVENTURE MODE CONVERSATIONS (В будущем) Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.
Bloat376
TALKING TO GODS (В будущем) Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.
Bloat377
TEMPLE-SPECIFIC TASKS (В будущем) High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.
Bloat378
MORE BUILDING CONVERSATION (В будущем) Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.
Bloat379
LEGEND SUBSET SELECTION (В будущем) The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.
Bloat380
MOODS AND IMPRESSIONS (В будущем) In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.
Bloat381
GENERALIZE ARCHITECTURE SYSTEM (В будущем) The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.
Bloat382
MORE SPHERE LINKS FOR TEMPLES (В будущем) Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.
Bloat383
GOBLIN DUNGEONS (В будущем) The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.

Power Goals

Power Goals are the ultimate missions for the future.

PowerGoal Name Status Description
PowerGoal 1
MIGHTY ARMIES (В будущем) Могущественные армии, сжигающие деревни или перевоспитывающие людей под свою цивилизацию.
PowerGoal 2
DWARVEN ARMIES (В будущем) Организовывайте дварфийские армии и используйте их, чтобы атаковать поселения и пещеры на карте мира.
PowerGoal 3
SIEGE DEFENSE (В будущем) Армии, изводящие вражеских солдат, находясь в крепости.
PowerGoal 4
SIEGE PRESSURE (В будущем) После долгой осады голодающие жители могут есть мертвых и вообще всё, что можно прожевать.
PowerGoal 5
SIEGE POWER (В будущем) Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.
PowerGoal 6
FIGHT AND DIE IN ELONGATED WARS (В будущем) Вы вступаете в армию и передвигаетесь с ней.
PowerGoal 7
THE ONE LEFT BEHIND (В будущем) Вы разговариваете с кем-то, у кого погиб в войне родитель.
PowerGoal 8
NEW SOLDIERS (В будущем) You conquer a city and take prisoners back to home, pressing them into service.
PowerGoal 9
BETTIN' ON FORGETTIN' (В будущем) You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.
PowerGoal 10
HELP US! (В будущем) Человеческая или эльфийская цивилизация просит вас о помощи, и вы любезно соглашаетесь и действительно делаете что-то полезное.
PowerGoal 11
GHOST TOWN (В будущем) Уничтоженную деревню стали населять ходячие тела мертвых жителей.
PowerGoal 12
CLAIM THE THRONE (В будущем) You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.
PowerGoal 13
ARTIFACT QUEST (В будущем) You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.
PowerGoal 14
THE SYSTEM (В будущем) You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.
PowerGoal 15
REVENGE AND THE WILDERNESS (В будущем) Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.
PowerGoal 16
CARE FOR YOUR STEEDS! (В будущем) You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.
PowerGoal 17
THE AFTERMATH (В будущем) Numerous scavengers pick through the remains on a recent battlefield, squabbling.
PowerGoal 18
THE WILY USURPER (В будущем) The evil advisor usurps the throne from the rightful heir.
PowerGoal 19
I HAVE PROOF! (В будущем) You walk into a town and shout "Behold! The left head of the ettin which I slew!"
PowerGoal 20
SETTLING DOWN (В будущем) After proving yourself in battle, you accept a gift and the hand of your spouse.
PowerGoal 21
THERE ARE WOMEN UPRIVER! (В будущем) You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.
PowerGoal 22
MIDNIGHT SAPPER (В будущем) In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.
PowerGoal 23
SO YOU CAN FEEL IT (В будущем) The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.
PowerGoal 24
MERCHANT TRAITOR (В будущем) You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.
PowerGoal 25
STRONG ARM ROBBERY (В будущем) You walk up to somebody and say "give me your tunic" and the guy says "a.. anything you want".
PowerGoal 26
THE INTIMIDATOR (В будущем) You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.
PowerGoal 27
HUNT THE CYCLOPS (В будущем) The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.
PowerGoal 28
RELEASE THE HOUNDS (В будущем) You shoot somebody in the leg, and he starts limping. Then you release the hounds.
PowerGoal 29
EVIDENCE OF SHAME (В будущем) The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.
PowerGoal 30
DECLAWED SNACK (В будущем) You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.
PowerGoal 31
YOUR DAD AND JUSTICE (В будущем) You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.
PowerGoal 32
IT MUST BE POSSIBLE! (В будущем) After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.
PowerGoal 33
CARAVAN CONSPIRACY (В будущем) The outlaws meet in the tavern to plot the robbery of the next caravan.
PowerGoal 34
BLESS OUR HERO ON THE QUEST (В будущем) Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.
PowerGoal 35
LEG BREAKER (В будущем) You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.
PowerGoal 36
NOT WELCOME HERE (В будущем) You — "How do I find the capital?" Peasant — (spits on the ground)
PowerGoal 37
BLOOD IN BLOOD OUT (В будущем) All the warriors come together and toast you into their band after you kill one of their compatriots.
PowerGoal 38
MORNING TEMPERANCE (В будущем) You are banished from the town for drinking before noon.
PowerGoal 39
RESPECTING AUTHORITY (В будущем) After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.
PowerGoal 40
THE MARKS OF A WARRIOR (В будущем) You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.
PowerGoal 41
THE ARENA (В будущем) You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.
PowerGoal 42
THE BLACK CAPS (В будущем) The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.
PowerGoal 43
LET'S HAVE A DRINK! (В будущем) You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.
PowerGoal 44
PATIENT PRIEST (В будущем) The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.
PowerGoal 45
MEET THE CYBERFIST (В будущем) You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.
PowerGoal 46
THE GIANT ASS BOOK (В будущем) You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.
PowerGoal 47
PLEA BARGAIN (В будущем) A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.
PowerGoal 48
ROAD HOUSE (В будущем) Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.
PowerGoal 49
SCREAM BALL (В будущем) Trolls take the captives and see if they can throw them all the way over the chasm to each other.
PowerGoal 50
SKULL GAMES (В будущем) Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.
PowerGoal 51
BAD GOBLINS (В будущем) Goblins play "who can make the prisoner scream the loudest".
PowerGoal 52
BEAST OF BURDEN (В будущем) Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.
PowerGoal 53
MESSALA (В будущем) The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.
PowerGoal 54
OFFICIAL CATTLE RUSTLER (В будущем) You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.
PowerGoal 55
THE CORRUPT CAPTAIN (В будущем) The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.
PowerGoal 56
AN UNFORTUNATE DECISION (В будущем) The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.
PowerGoal 57
NICE AND CLEAN (В будущем) The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.
PowerGoal 58
WHAT WERE WE THINKING (В будущем) You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.
PowerGoal 59
FOOLHARDY (В будущем) The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, "You're a fool! Don't do it!". Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.
PowerGoal 60
HUNGRY LIKE THE WOLF (В будущем) You put on a talisman, turn into a werewolf, and your buddy screams, "take it off!", but you can't understand him with your beast mind and soon fill with rage and kill him.
PowerGoal 61
REVERSE COMPOUND FRACTURE (В будущем) As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.
PowerGoal 62
THE EVIL PLAYER MEETS THE GOBLINS (В будущем) You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.
PowerGoal 63
INEXPERTLY AND REPEATEDLY (В будущем) You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.
PowerGoal 64
THE LOCAL SPIRIT (В будущем) You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.
PowerGoal 65
KINDA LIKE SNOW WHITE OR SOMETHING (В будущем) You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.
PowerGoal 66
IT WAS WORTH THE TIME (В будущем) The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.
PowerGoal 67
THE LOCAL ARENA (В будущем) You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.
PowerGoal 68
MAGICAL IDIOT PEEPER (В будущем) Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.
PowerGoal 69
THE LEGEND OF THE HORAK PART I (В будущем) The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.
PowerGoal 70
MUDSLIDE (В будущем) You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.
PowerGoal 71
YOUR PLATFORM (В будущем) The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.
PowerGoal 72
YEAH! (В будущем) The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.
PowerGoal 73
WHERE'S MY MONEY? (В будущем) The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.
PowerGoal 74
A PAINFUL MEMORY (В будущем) On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.
PowerGoal 75
SONG OF DREAD (В будущем) The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.
PowerGoal 76
THE GENERAL'S RING (В будущем) You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.
PowerGoal 77
YUCK! (В будущем) You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.
PowerGoal 78
WEREWOLF HUNTER (В будущем) Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.
PowerGoal 79
THE LEGEND OF THE HORAK PART II (В будущем) The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.
PowerGoal 80
BUT HOW DID HE DIE? (В будущем) You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.
PowerGoal 81
JOURNEY TO THE UNDERWORLD (В будущем) You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.
PowerGoal 82
ON KARNAK'S GOOD SIDE (В будущем) It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.
PowerGoal 83
DENIED ENTRY - THE PROPHECY! (В будущем) You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.
PowerGoal 84
KILL THE WITCH! (В будущем) The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.
PowerGoal 85
RETIRE AS A PEASANT (В будущем) You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.
PowerGoal 86
THE PROPHET OF AA (В будущем) The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.
PowerGoal 87
DO NOT MOVE FROM THAT SPOT (В будущем) A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.
PowerGoal 88
YOUR NAUGHTY CHILD (В будущем) You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.
PowerGoal 89
DIGESTIVE TRACT LESSON (В будущем) You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.
PowerGoal 90
BY THE POWER OF MOTHRA (В будущем) You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.
PowerGoal 91
STREET ALTERCATION (В будущем) He says "give me your money!". You say "no!". He says "give me your money or you're going to die" and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.
PowerGoal 92
ZOMBIES AND REPERCUSSIONS (В будущем) Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.
PowerGoal 93
IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY (В будущем) You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.
PowerGoal 94
STICK AROUND! (В будущем) The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.
PowerGoal 95
THE CROWN IS MINE! (В будущем) The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.
PowerGoal 96
BODY SHIELD (В будущем) You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.
PowerGoal 97
THE ROYAL CURSE (В будущем) You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.
PowerGoal 98
THE MIGHTY HAVE FALLEN (В будущем) You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.
PowerGoal 99
IMPENDING JAIL BREAK (В будущем) The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.
PowerGoal 100
THE DEATH PIT (В будущем) Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.
PowerGoal 101
SHAVED EVIL (В будущем) Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.
PowerGoal 102
SAVE MY DOG (В будущем) A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out "who will look after my dog?" before he dies. You look after it.
PowerGoal 103
THE LEGEND OF THE HORAK PART II (ALTERNATE) (В будущем) You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.
PowerGoal 104
WHERE IS THE OBJECT?! (В будущем) You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.
PowerGoal 105
MONUMENT TO DESTRUCTION (В будущем) You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.
PowerGoal 106
BOOK LEARNIN' (В будущем) Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.
PowerGoal 107
ZOMBIE JUICE (В будущем) The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.
PowerGoal 108
ATTACK OF THE VERMIN (В будущем) You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.
PowerGoal 109
LOVE OR WAR? (В будущем) You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.
PowerGoal 110
LEGENDARY LIAR (В будущем) You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say "to the castle to kill the beast!" Your companions abandon you and your reputation as a liar is secured for all time in the history books.
PowerGoal 111
OFF TO THE LARDER (В будущем) The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.
PowerGoal 112
THE LOCAL BREW (В будущем) You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as "Spittoondrinker" whenever you come back to visit.
PowerGoal 113
DIVINE INTERVENTION (В будущем) You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.
PowerGoal 114
IS THAT A POWER GOAL? (В будущем) The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.
PowerGoal 115
THE DEATH DRIVE (В будущем) The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.
PowerGoal 116
THE MIGHTY WYRM (В будущем) Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.
PowerGoal 117
ROW TO FREEDOM! (В будущем) Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!
PowerGoal 118
THE TREE OF LIFE (В будущем) As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.
PowerGoal 119
WINE FOR VICTORY (В будущем) You want to marry into the royal family, and the monarch says, "We're out of booze, go get some." You respond, "We know the elves have wine." The monarch declares, "You'll need an army!" You are given an army.
PowerGoal 120
ENTRANCE DENIED (В будущем) You -- "You know I'm the hero of Askabar. Come on, let me in the castle." Guard -- "You aren't the hero of Askabar. You're widely known as a low-life." You -- "Come on, I'll give you 3 copper coins." The guard spits on the ground.
PowerGoal 121
GET THE COW (В будущем) Two cattle rustlers are sitting there and one of them says, "if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow." The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.
PowerGoal 122
KILLER CURSE (В будущем) Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.
PowerGoal 123
THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES (В будущем) You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, "please let us go." You stick him and he holds you saying, "please, no, no." You cannot move with him clinging on you, so you brain him with the hilt of your sword.
PowerGoal 124
A BAD REPUTATION (В будущем) The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.
PowerGoal 125
SPEAR OF THE GODS (В будущем) The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.
PowerGoal 126
CAN I SPEAK TO THE OWNER? (В будущем) You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.
PowerGoal 127
TREE SAVIOR (В будущем) Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, "Don't, Offrox is too strong!" The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.
PowerGoal 128
WAND OF THE WIZARD (В будущем) You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.
PowerGoal 129
DAGGER DELIVERY (В будущем) The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.
PowerGoal 130
YOU ARE THE MOST INCOMPETENT (В будущем) The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.
PowerGoal 131
THE INTRIGUING PLAYER (В будущем) You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, "Hey, come listen!" Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.
PowerGoal 132
EVERYTHING IN ITS PROPER PLACE (В будущем) You sheathe your sword in the scabbard that hangs from your belt.
PowerGoal 133
PERSONALIZED ACCESORIES (В будущем) "That's my sword!" "No it's not. It's mine." "But your initials aren't P.W.! Look at the blade!"
PowerGoal 134
AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT? (В будущем) The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.
PowerGoal 135
JUST IN CASE (В будущем) You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.
PowerGoal 136
PEOPLE SAY I LOOK LIKE A CRIMINAL (В будущем) After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.
PowerGoal 137
YOUR CASTLE WAS EASY TO FIND (В будущем) You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.
PowerGoal 138
THEY MADE FUN OF HIS NAME (В будущем) The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. "Down below, there is a village. I want you to kill everyone living there." The lieutenant smiles, knowing that there will be carnage at last.
PowerGoal 139
A BATTERY OF AA MECHANICS (В будущем) You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.
PowerGoal 140
I JOINED THE TEAM WITH THE BEST UNIFORM (В будущем) You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.
PowerGoal 141
BROTHER BATTLE (В будущем) The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.
PowerGoal 142
GO KING GO! (В будущем) At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.
PowerGoal 143
HARD TIMES FOR THE DARTOKS (В будущем) The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.
PowerGoal 144
"THE GREEDY BARON" (В будущем) The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.
PowerGoal 145
ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING (В будущем) You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.
PowerGoal 146
WALKING INTO THE WRONG BAR (В будущем) Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.
PowerGoal 147
READY ON THE FIRING LINE! (В будущем) You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.
PowerGoal 148
THE FOOD RIOT (В будущем) The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.
PowerGoal 149
GERBIS, A HERO'S TALE (В будущем) You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You — "You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself." Your naive apprentice is calmed by your words. "Do you think you have what it takes to steal the dragon's egg?" Gerbis braces up and enters the cave.
PowerGoal 150
I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK (В будущем) You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.
PowerGoal 151
HE FELL FOR IT (В будущем) As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, "Look, over there!" and when the guard looks, you run.
PowerGoal 152
HUFFING DARKNESS (В будущем) You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.
PowerGoal 153
THE CRACKS OF DOOM (В будущем) You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.
PowerGoal 154
AMONG THE BARBARIANS (В будущем) The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.
PowerGoal 155
SHINING ARMOR IS IMPORTANT (В будущем) The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.
PowerGoal 156
ANNOYING RELATIVES (В будущем) While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.
PowerGoal 157
A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR (В будущем) You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.
PowerGoal 158
NEVER THE SAME FOREVER AFTER (В будущем) The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.
PowerGoal 159
THAT SHIT'LL KILL YOU (В будущем) The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.
PowerGoal 160
SINCE THE BEGINNING OF TIME (В будущем) The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.
PowerGoal 161
BUT WHY WAS THE LEADER POINTING THERE? (В будущем) The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.
PowerGoal 162
SPARED THE DETAILS (В будущем) The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.
PowerGoal 163
"OH, BY THE WAY..." (В будущем) The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.
PowerGoal 164
IT DIDN'T HELP MUCH (В будущем) Your enemy holds up his hand to shield his face as you bring your axe down upon him.
PowerGoal 165
"IT WAS A DESPERATE BATTLE..." (В будущем) You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.
PowerGoal 166
GRACE IN VICTORY (В будущем) After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.
PowerGoal 167
THE EVIL SWAMP (В будущем) Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.
PowerGoal 168
CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION (В будущем) He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.
PowerGoal 169
MAN-BRANDED (В будущем) The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.
PowerGoal 170
AS LONG AS THEY DON'T DO IT TOO OFTEN (В будущем) With a foot atop the slain alligator, the barbarian warrior cries "I name you Dragon Sword!" at his raised blade.
PowerGoal 171
THE MIGHTY ROCKNOR (В будущем) The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.
PowerGoal 172
WHAT ARE YOU DOING AFTER WORK? (В будущем) The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.
PowerGoal 173
THEY ARE SENSITIVE CREATURES (В будущем) The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.
PowerGoal 174
IT'S A BAD PLACE (В будущем) A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.
PowerGoal 175
THE POWER OF FRIENDSHIP (В будущем) The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.
PowerGoal 176
NOT SO STEALTHY THIS TIME! (В будущем) A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.
PowerGoal 177
VERY FOUL (В будущем) The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!
PowerGoal 178
WHY DO YOU HANG OUT WITH THOSE GUYS? (В будущем) Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.
PowerGoal 179
A STRONG LEADER (В будущем) You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, "Whip yourself, for you are the true coward!"
PowerGoal 180
BATTLE BUFFET (В будущем) The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.
PowerGoal 181
I MAKE ALL MY OWN CLOTHES (В будущем) You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.
PowerGoal 182
PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY. (В будущем) The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.
PowerGoal 183
JUST A LITTLE MORE! (В будущем) You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.