Read the dev log for the latest: http://www.bay12games.com/dwarves/dev_now.htmlAlthough I like to watch the Countdown decrease, it has ceased to be a motivator for me and has even been a hindrance at times. Instead, here is the list of remaining items for the next release. I'll be coloring/modifying this post as work progresses. The list is more or less fixed, though there might be minor changes, omissions and additions as I go along.
Keep in mind that this is the list of remaining items as of the original posting, not the total list of changes for the next version.
Wounds/Combat (last changed Aug 29, 2009)
- Updating material spatter display
- Updating snow-covered building colors
- Updating blood spatter on weapons/clothing during wounds
- Updating bleeding/pain during weapon twists
- Updating HFS wound-related stuff
- Updating wrestling shakes
- Updating wrestling tear-aways
- Updating strangulation
- Updating joint-lock breaks
- Updating gouge damage
- Updating some spatter removal code
- Updating spatter map text strings and other text info
- Updating melting snow
- Compound fractures and some other traumatic layer to layer interactions
- Verify that thrusts are working properly
- Make relations work correctly on initial strike, not just organ strikes
- Non-solid tissue support
- Update fireball damage
- Get numbered BPs to work properly with wounds
- Better establish tissue ordering
- Do more with momentum dampening effects as attacks pass from layer to layer
- Reestablish combat text
- Update temporary criticals
- Create dwarf mode combat reports
- Update historical figure wounds
- Update army strength function for legends
- Item/attacking part damage
Creature Raw Update (last changed Aug 3, 2009)
- Subterranean Creatures
- Standard Creatures
Descriptions (last changed Aug 10, 2009)
- Appearance paragraph
- Start appearance modifiers at proper levels respecting age
- Wrinkles
- Bearing, mannerisms, with personality tie-ins
- Handle tissue density variable properly
- Creature art elements vs. castes
- Conversation context vs. castes
- Styling of cosmetic tissue layers
Skills/Attributes (last changed Aug 4, 2009)
- Do creature raws vs. attributes (at least for dwarves/elves)
- Update attribute effects on job duration
- Update attribute display
- Handle attribute increases
- Handle skill rusting
- Handle skills vs. grasp/stance strikes
- Update skill user names
- Update dwarf skill start values
- Handle counterstrikes vs. skills
- Handle undead vs. souls (at least in some quick way)
- Update equipment improvements based on initial creature skill level
- Consider size vs. layer thickness for changeable layers
- Do the fat thickness, perhaps with some appetite/metabolism effects to avoid homogeneity
- Update (temperature) layering effects
Venom (last changed Aug 29, 2009)
- Venom raw definitions and structures
- Inhaled poisons
- Contact poisons
- Injected poisons
- Update poison weapon framework
- Neurotoxins
- Necrosis
- Other poison effects as needed
- Delayed poison effects
- Arbitrary material breath weapons
- Resistance in terms of attributes and also developed against specific toxins through exposure
- More organ links to function
- Syndromes linked to failure of body systems (instead of materials)
- Digestive venoms and generalization of bruises/blisters/necrosis to other damage types
- Move many death effects over to brain death (maintaining original cause text)
- Wound infection and sepsis
- Other diseases
Health Care (last changed Sep 24, 2009)
- New setup for hospital
- Realigning of compound fractures and traction
- Sutures for open wounds
- Use of soap to clean patients
- Surgery to remove rotten tissue
- Dressing wounds with bandages
- Splints
- Crutches
- Plaster casts
- Soldiers able to perform basic first aid
- Separate out feeding of patients as a job
- Medical information and chief physician appointment
- Make dwarves clean themselves up and groom/trim their cosmetic tissue layers
Map Features (last changed Jan 24, 2010)
We're not spoiling specific features, but there are general goals:
- Possibility for unending attacks
- Underground feature resources more likely and useful (farmable areas, etc.)
- Easy to find features (if you want lots) throughout all Z levels, arranged to permit ample area for a fortress
- Features spanning multiple world map squares
- Consider rope/ladder/etc. building particularly for downward movement into large open spaces (went with stairs)
Sites (last changed Oct 30, 2009)
- Tie in cave sites to map features
- Handle how mega beasts in world gen move between the new caves
- Update cave size calcs
- Update generation of cave pops
- Entity cave dwellers vs. new caves
- Update cave diggers in world gen
- Update cave generation vs. map features
- Update text/symbol/color of sites (particularly caves) vs. map features
- Update entity site preferences vs. new caves
- New caves vs. skulker stealth during world gen
- Update world gen site defense values vs. new caves
- Update conversation vs. new caves
Entity Positions (last changed Nov 9, 2009)
- Update entity link addition/removal for position holders
- Handle position names
- Update manager
- Update bookkeeper
- Update priests
- Update guards (as a position, other parts during squad update below)
- Update liaison
- Update meetings vs. new positions
- Update the noble/appointment screens
- Handle selection/arrival of land-associated nobles (Baron etc.) and related position-holders (tax coll., etc.)
- Handle some other election/succession issues
- Update some world gen skills vs. new positions
- Respect gender/caste for generated position holders
- Update position spouse names
- Update personality generation in world gen for position holders
- Update room/furniture privileges vs. new positions
- Update position holder seat of power
- Update general selection during world gen vs. new positions
- Update starting position holders in world gen
- Update importance of position holders in histories
- Handle issue with entity links on abandon
- Update temple greeting triggers vs. new positions
- Update attaining criminal status in adv mode
- Handle entities with variable world gen positions
- Handle world gen soldier selection issue
- Update leader in history text dump
- Update monarch arrival
- Update coin images
- Update positions vs tile graphics
- Fix problem with world gen birthdays
- Remove several obsolete tags
- Remove any final remnants of replaced unit types
- Creature/mount prefs for leaders
- Remove demons as forced powers for goblins and have such arrangements arise through mega-beast behavior
Squads (last changed Dec 1, 2009)
- Separate squad profiles from individual dwarves
- Ability to create squads associated to positions on military screen
- Add squad command mode to dwarf mode
- Ability to create station point and patrol routes as completely separate objects
- Ability to issue movement orders to squads and individual squad members
- Ability to issue attack orders to squads and individual squad members
- Add yearly squad schedules
- Squad postings to multiple locations per scheduling period (say, holding specific tiles at several doors)
- Make sure the squad leader's activity/status does not cause squad to abandon all positions or to fail movement orders
- Consider alert status options for both squads and the fortress
- Deal with squad schedule/alert status vs. on break/jobs
- Assigning squads to barracks, split up barracks functions
- Weapon rack and armor stand assignments to individual soldiers within the barracks (automatic or manual if you care)
- Squad-based equipment settings with individual overrides
- Appointee to handle individual equipment overrides, automation of equipment upgrades, as well as training supplies
- Soldiers that are standing down should sort out their equipment according to their assignments
- Ability to branch out to other weapon types, especially if that's all you've got around
- More control over archery training materials
- More control over hunter equipment
- Better handling of axe/pick issues with civilian vs. military equipment
- Familiarity with individual weapons, attachment to them, weapon mentions in legends
- Booze instead of water should be allowed
- Framework for instructor-led training, with instructor and evaluation of pupils determining nature of sparring/routines
- Associated skills for leading/teaching
- Basic equipment-based and unarmed drills, paired up or not
- Update sparring as an instructor-led squad-based practice
- Check out sparring injury rates vs. new wound system
- Update archery training and some associated settings
- Ability to use free time for additional practice/drills if so inclined
- Personality effects on training
- Loosen up restrictions on changing elite soldiers
- Replace champion unit type with a single appointed champion
- Ability to create formations and have squads hold a given formation at a position or during movement
- Formation drills, with training having an impact on the ability to hold formation and overall military discipline
Some other unfinished business (last changed Dec 15, 2009)
- Some corpse material issues
- Handling butchery/rot/fish cleaning/eat leavings vs. body materials
- Few mat issues with processed fish and also generated trinkets
- Updating undead severs
- Some quick function updates based on tissue materials
- Handle issue with totem items vs. castes
- Update some issues with moods vs. new corpses
- Update some of the optimizations for job reactions
- Update automation of tanning jobs
- Update rot miasma
- Update thick webs vs. castes
- Update brittle flag
- Change some instances of color over to color patterns
- Inorganics assume solid state in naming function improperly
- Some other inorganic/mat flags need to be merged
- Issue with stout creatures vs. items
- Update certain dropped items disappearing when they hit the ground (globs/liquids etc.) vs. spatter
- Update 'nastiness' for mats vs. eating/etc.
- Handle a few material contaminant issues
- Update age condition on powers vs. castes if necessary
- Update vermin appearance flags
- Update blood flow/contam pushes
- Update the current seasonal cleaning of blood hack vs. new material spatter
Final (last changed Mar 11, 2010)
- Explore a few other (very minor) compat issues
- Fix the annoying cat bug
- Perform the hydra test
- Any remaining tests
- Handle a few misc. bug reports and minor interface requests that have arisen
- Merge with the 40d# stuff
Color Key
- To Do
- Doing Doing Doing Doing Doing Doing Doing Doing
- Done
- Done (contains delayed items)
- Delayed (put off, but might do still them depending on time)
- Put off (definitely out for this release)