I've been playing a fair bit of Fortress Mode lately and these are the pain points I really noticed. I would like to keep this thread focused on problems that are both
specific and
reasonably actionable. We all know the things Toady has said he isn't interested in working on so lets not waste precious seconds on them yet again. Also, please keep the discussion focused on the most recent (though by now not at all new) version.
So, here are the things that actually came up during gameplay:
1 ) Some way to filter and multi-select items in the trade screen. Dwarf forts that survive the first couple years inevitably turn into bargain-bin emporiums for gently-used Goblin clothing. It would be really handy to have a way to select all foreign goods at once in the trade screen. Or select all goods of quality "x" or worse.
After the 5th year or so it gets pretty crazy how long it takes to select 30,000+ monies worth of troll hair hats in that damn trade menu
2 ) The rate of melee training is crazy slow. I've been playing DF since quite a while before the 3D version and right now training is just about the most useless I ever remember. I actually preferred it when training was a knock-down cage match with frequent maimings and fatalities. The widespread use of "danger rooms" seems like a copout for the basic training function just not working right.
3 ) I think I hit a bug in calculating when a Count gets unhappy thoughts because an underling has too fancy of a bedroom. After the King showed up (who was a Vampire in my most recent fort btw, he had over 1000 kills and all of them dwarves) he was also elected mayor. Since he had a Royal quality bedroom the Count then went crazy because the mere mayor (who, again, was also the King) had a better bedroom then he did.
4 ) Dwarven justice needs to be a bit more harsh for vampires. Those guys heal so fast that a hammering doesn't phase them at all. If they get convicted of murder they need to be assigned something a bit more permanent.
5 ) The job for bringing food and water to prisoners in the cells is too low priority. Even with a huge amount of food and booze and excess labor on hand prisoners in the cells almost always starve to death (expect for vampires of course).
6 ) From a given
archery range building a way to indicate what kind of bolts can be used for practice there. Just a selector like the menu for what goes in a store pile where you can turn on or off bolts of any given materiel. Maybe I have a ton of iron bolts and want to practice with them.
7 ) A global setting for what materiel bolts can be used for hunting. This could go in the options menu. Same kind of selector as in #2.
8 ) A setting to automatically grind seeds into paste when you have more then X of a given kind would be really nice (yes, I know DFHack has this but it is so useful).
9 ) Some way (preferably a global setting) to set the min/max engraving skill for smoothing and engraving jobs would be really nice (just like how you can set skill levels in the manager menu for a workshop).
10 ) When building walls, it seems that about 1/10 times (which really adds up) a dwarf will get confused and try to build the wall while standing on top of it (even when there is plenty of space nearby). The dwarf then gives up trying to build the wall as a creature is in the way (himself) and the job is suspended. If you resume the job whoever comes along to try it again will hit the same problem. The only way around this is to cancel the job and redesignate the build.
11 ) The healthcare tasks, and especially the rescue wounded one, seem to have a remarkably low priority. For a fort of 120 I usually need at least 5 doctors with no other jobs at all (not even hauling) to have a reasonable response time. Dwarves seem quite willing to let some poor bugger with arrows through both knees crawl back to the fort using his eyelids rather than go help out.
12 ) The screen where you assign work animals to a given dwarf is bugged. It does not update until you go back to the general menu then back in to it. So if you select one dwarf and assign a war dog then switch to another dwarf it will still be on the assign work animal screen and show that 1 is assigned even though none are.
13 ) Dwarves never seem to actually do the "clean" task. Even with that labor on and nothing else they'll stand around idle rather than clean up blood or mud.
14 ) Siege engines need better targeting.
15 ) Corpses don't seem to decay to nothing in an outdoor refuse stockpile anymore. This can be worked around in-game with a drawbridge atom-smasher or a handy volcano into which they can be dumped. Still, it's something that used to work in DF but no longer.