List of annoyances and ideas with steam version:
Squad uniforms need to be editable.
Marksdwarf squads are still an issue. (they've always been a bit finicky to get working properly).
- Has to have a crossbow assigned uniform at squad creation.
- can't mix crossbow and normal bow in same squad.
- really need to be able to skirmish till they run out of ammo, then if a reasonable amount of available ammo is available within a reasonable path distance, then go pick it up. rather than close and bash the enemy.
- secondary/backup weapons would be nice. (large dagger?)
"Tired" dwarf who're in battle should be less quick to rush the next target, but should either try withdraw or move closer to squadmates.
Civ Dwarfs who're running away should be smarter and try to path *towards* a safe area (nearest dining room or Tavern maybe, or maybe if they're in sight of an active military dwarf try run towards them?
Non active military dwarfs should still use their weapons if they have them, instead of just trying to fist fight a crundle or whatever.
Can't promote from the squads screen an existing squad member to leader if the leader dies.
Should be able to add a dwarf to a squad from the dwarf info screen, military tab.
Armor/Clothing covering needs to be better represented in game ie:
https://dwarffortresswiki.org/index.php/File:Armor_Coverage_Chart.pngRooms should be able to be assigned to positions not just specific dwarfs.
Building items Mouse right click should take you back one menu not to start, ie place beds, right click should then re-open the build menu, probably with furniture still selected.
Canceled mining due to wet stone should be turned blueprint instead of just outright deleted.
Justice is just a pita at the moment, I feel like it's just a distraction to the rest of the game. needs a bit more automation. (maybe appointing a specific noble should allow some automation?)
Constructions cancelled/paused due to smaller critters (ie kea) should be attempted at a later date instead of just adding more stuff for the player to do.
Stockpile options should include item wear.
Stockpile options should include melt flag. & have an option to auto flag melt.
Search (in ie trade screen and new task) is terrible, ie typing "wood corkscrew" "corkscrew wood" etc. should all return the "Enormous wooden corkscrew" (didn't classic do this? or am I miss-remembering?)
Search in trade screen should return only those objects, not the entire bin that object is in.
Stackable items placed in bins and stockpiles should just stack if they have the same material and quality. (ie bolts, arrows, coins).
Trade screen is currently sorted by bin type, which is pretty pointless when (unless I'm missing something) bin type can't be selected for in stockpiles.
Accidentally Right clicking in the trade screen after you've spent 10 minutes manually selecting all the rags you want to sell shouldn't close the screen (or maybe the selected items should stay persistent when you open it up again?)
Accidental removing all members from a squad is too easy.
Auto slaughter options.
Too many different religions and guilds to deal with.
Guild requests keep getting re-submitted when denied.
Once approved, there's no easy way to see the guild/temple request.
Something to better see room value (ie a size + wall value + list of engravings and list of items all with values listed would be nice).
Item info screen should display the stockpile/hauling type it'd go in. (would a "create a stockpile for this item" button be too cluttered here?)
When selecting blocks/mechanisms/parts for things to be built from, a "Display only magma safe" toggle would be useful.
Combat logs should be newest at the top, scrolling down to the bottom to read each time is very tedious. being able to read the log while advancing time would be nice too.
Traders still get stuck and sit around forever doing nothing, causing a failure of the caravan next year.
I can't use size ie "large" as a conditional, ie "make large steel helms if *large* helms < 5", I've got a couple of humans in my milita now, but I can't set a conditional for the armorer to make armor for them, only one time orders.
There is no way to see which way a track stop dumps after it's been placed/built. Trackstop dump direction should not only be visible, but changable (as a task).
Ditto for roller power.
Burrow Assignment should be 3d (ie I should be able to set a stairway from top to bottom.)
Should stockpiles and zones be able to be 3d? I'd like to be able to let my grazing zone to be multi layer, is there some technical reason we can't?
hungry grazing animals should attempt to find grass instead of starving inside the fort.
Toppled items don't have a link in the log.
Maybe properly set up guilds with guild halls could give options for more macro vs micro, ie:
law guild to automate the justice,
Butcher/animal worker guild to automate butchering, gelding (and maybe even selective butchering to allow for better breeding? ie strength, fat, size etc.)
Trade guild for automation of moving goods and even selling and buying when caravans come.
Wood chopper/carpenter guild to allow you to create zones which should be clear cut, and zones which should be kept thinned.
I tend to prefer macro over micro in games, games which start off micro and move to more macro as you progress imho is the best way to keep fun through the whole lifetime of the fort.
I want to make a well oiled fortress and create mega projects, not deal with the minutia of convicting someone every time there's a tantrum.
I'm seriously hurting for Dwarf Theripist now, while the new labor system is good, it doesn't hold a candle to the way theripist allowed you to filter and find *just* the right dwarfs for your military squads (and other tasks)